Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*Dungeons & Dragons
Homebrew Giant Elites
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Demetrios1453" data-source="post: 6966981" data-attributes="member: 6801060"><p>Here is the second of my two stone giant variants, the arcane magic using Stone Giant Runecarver.</p><p></p><p></p><p><u><strong>Stone Giant Runecarver</strong></u></p><p></p><p>Since the days of Ostoria, the most potent form of giant magic has been rune magic. Although all types of giants practice this type of magic, stone giants in particular excel at it. And no practitioners of rune magic are more expert than the stone giant runecarvers. Indeed, many, including even some of their own kind, think that the runecarvers might take their studies a bit <em>too</em> far.</p><p><strong><em>Spell Security</em></strong></p><p>Few things strike more fear into the hearts of wizards than the thought of losing their spellbooks. Stone giant runecarvers, on the other hand, never have to worry about such a disaster befalling them. Instead of scribing their spells into an spellbook, runeecarvers instead place the mystic writings on their own bodies. These are no mere inkings or tattoos, however; the giants instead carve the runes directly into their own stony flesh, forming bewildering patterns and ornate calligraphy on the canvas of their own body. Most practitioners of magic would think this practice extreme, but stone giant runecarvers would respond that it's impossible to lose a spellbook when it's your own body.</p><p><strong><em>Mystic Runes</em></strong></p><p>While most of the runes on the bodies of stone giant runecarvers are simply records of the spells they have learned, others are more unique. Some runecarvers carve special mystical runes that, when activated, cause a one-time effect. Many of these act just the same as a <em>spell scroll</em>; most runecarvers use these as back-ups for spells they already have prepared, but on rare occasions they may instead contain other spells entirely. Other mystic runes contain more esoteric effects, often altering nearby earth and stone at the giant's command. Finally, all stone giant runecarvers gain mastery of a special mystic rune which causes the ground itself to rise up and fight their foes with fists of stone. While the runecarver would need to painstakingly re-carve a typical one-time use mystical rune after it has been activated, the earthen fists rune remains intact after use, although it does take some time for it to regain power after it has been expended.</p><p><strong><em>Distant but Loyal Spellcasters</em></strong></p><p>Stone giant runecarvers are respected, although a bit feared, by stone giant society in general. Most stone giants admire their pursuit of knowledge as well as the artistry of their runes. Many, however, are less enamored of the fact the runecarvers use their own bodies to do so. So, while not outright shunning them, typical stone giants do tend to be a bit distant emotionally and socially with the runecarvers in their settlements. The runecarvers typically don't mind this too much - it allows them the pursue their studies in relative peace. Should their settlements be threatened, however, the runecarvers will unhesitatingly leap to its defense, using their powers to assist in driving off any foes. Given time to prepare for a threat, stone giant runecarvers will often bolster the settlement's defenses by placing <em>glyphs of warding</em> in strategic locations, moving earth and stone to create defensive positions, and by conjuring earth elementals to add their strength to the local military forces.</p><p></p><p></p><p></p><p><u><strong>Stone Giant Runecarver</strong></u></p><p><em>Huge giant (stone giant), neutral</em></p><p></p><p><strong>Armor Class</strong> 17 (natural armor)</p><p><strong>Hit Points</strong> 149 (14d12 + 70)</p><p><strong>Speed</strong> 40 ft.</p><p></p><p><strong>STR</strong> 23 (+6) <strong>DEX</strong> 15 (+2) <strong>CON</strong> 20 (+5) <strong>INT</strong> 18 (+4) <strong>WIS</strong> 12 (+1) <strong>CHA</strong> 7 (-2)</p><p></p><p><strong>Saving Throws</strong> Dex +6, Con +9, Wis +5</p><p><strong>Skills</strong> Athletics +13, Perception +5</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 15</p><p><strong>Languages</strong> Giant, Terran</p><p><strong>Challenge</strong> 9 (5,000 XP)</p><p></p><p></p><p><strong><em>Spellcasting.</em></strong> The giant is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It has the following wizard spells prepared:</p><p></p><p>Cantrips (at will): <em>acid splash, fire bolt, light, prestidigitation, ray of frost</em></p><p>1st level (4 slots): <em>color spray, magic missile, thunderwave</em></p><p>2nd level (3 slots): <em>Melf's acid arrow, shatter, web</em></p><p>3rd level (3 slots): <em>fireball, glyph of warding, stinking cloud</em></p><p>4th level (3 slots): <em>ice storm, stone shape</em></p><p>5th level (2 slots): <em>cone of cold, conjure elemental, passwall</em></p><p>6th level (1 slot): <em>flesh to stone, move earth</em></p><p></p><p></p><p><strong><em>Stone Camouflage.</em></strong> The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.</p><p></p><p></p><p><u><strong>Actions</strong></u></p><p></p><p><em><strong>Stone Quarterstaff</strong> Melee Weapon Attack:</em> +10 to hit, reach 15 ft., one target. <em>Hit:</em> 16 (3d6 + 6) bludgeoning damage, or 19 (3d8 +6) bludgeoning damage if used two-handed.</p><p></p><p><em><strong>Rock</strong> Ranged Weapon Attack:</em> +10 to hit, range 60/240 ft., one target. <em>Hit:</em> 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.</p><p></p><p><em><strong>Earthen Fists (Recharges after a Short or Long Rest)</strong></em>. The giant chooses a location within 20 feet, causing earthen fists to spring from the ground and pummel any targets in the area. Each creature other than the giant within 20 feet of the target must make a DC 16 Dexterity saving throw, taking 36 (8d8) bludgeoning damage on a failed save, or half as much damage on a successful one.</p><p></p><p><em><strong>Mystic Runes</strong></em> The giant possesses several mystic runes carved into its own body. The giant may activate one by running its hand over the rune, creating a one-time effect. After the effect has been activated, the rune magically fades from the giant's body. A typical stone giant runecarver has 1d4 such runes carved into its flesh, chosen from the list below:</p><p></p><p>Mystic Rune effects (choose or roll 1d6):</p><p></p><p>1. Rune is equivalent to a 1st level <em>spell scroll</em></p><p>2. Rune is equivalent to a 2nd level <em>spell scroll</em></p><p>3. Rune is equivalent to a 3rd level <em>spell scroll</em></p><p>4. Rune is equivalent to a 4th level <em>spell scroll</em></p><p>5. Rune, when activated, causes a 20 foot radius area of ground centered within 30 feet of the giant to become difficult terrain. Typical effects are to turn the ground into mud or a stone slurry, or to make the ground extraordinarily rough and uneven. </p><p>6. Rune, when activated, causes a minor earthquake in a 30 foot radius, centered on a point within 30 feet of the giant. Any creature other than the giant within that area must make a DC 16 Dexterity saving throw or fall prone.</p><p></p><p></p><p><strong><u>Reactions</u></strong></p><p></p><p><strong><em>Rock Catching.</em></strong> If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.</p><p></p><p></p><p></p><p>Coming soon - we go up to the next giant race in the Ordning: frost giants. We'll be starting with the Frost Giant Reaver. Also, I'm going to add two further creatures beyond my originally planned three in the frost giant section as an additional bonus... <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Demetrios1453, post: 6966981, member: 6801060"] Here is the second of my two stone giant variants, the arcane magic using Stone Giant Runecarver. [U][B]Stone Giant Runecarver[/B][/U] Since the days of Ostoria, the most potent form of giant magic has been rune magic. Although all types of giants practice this type of magic, stone giants in particular excel at it. And no practitioners of rune magic are more expert than the stone giant runecarvers. Indeed, many, including even some of their own kind, think that the runecarvers might take their studies a bit [I]too[/I] far. [B][I]Spell Security[/I][/B] Few things strike more fear into the hearts of wizards than the thought of losing their spellbooks. Stone giant runecarvers, on the other hand, never have to worry about such a disaster befalling them. Instead of scribing their spells into an spellbook, runeecarvers instead place the mystic writings on their own bodies. These are no mere inkings or tattoos, however; the giants instead carve the runes directly into their own stony flesh, forming bewildering patterns and ornate calligraphy on the canvas of their own body. Most practitioners of magic would think this practice extreme, but stone giant runecarvers would respond that it's impossible to lose a spellbook when it's your own body. [B][I]Mystic Runes[/I][/B] While most of the runes on the bodies of stone giant runecarvers are simply records of the spells they have learned, others are more unique. Some runecarvers carve special mystical runes that, when activated, cause a one-time effect. Many of these act just the same as a [I]spell scroll[/I]; most runecarvers use these as back-ups for spells they already have prepared, but on rare occasions they may instead contain other spells entirely. Other mystic runes contain more esoteric effects, often altering nearby earth and stone at the giant's command. Finally, all stone giant runecarvers gain mastery of a special mystic rune which causes the ground itself to rise up and fight their foes with fists of stone. While the runecarver would need to painstakingly re-carve a typical one-time use mystical rune after it has been activated, the earthen fists rune remains intact after use, although it does take some time for it to regain power after it has been expended. [B][I]Distant but Loyal Spellcasters[/I][/B] Stone giant runecarvers are respected, although a bit feared, by stone giant society in general. Most stone giants admire their pursuit of knowledge as well as the artistry of their runes. Many, however, are less enamored of the fact the runecarvers use their own bodies to do so. So, while not outright shunning them, typical stone giants do tend to be a bit distant emotionally and socially with the runecarvers in their settlements. The runecarvers typically don't mind this too much - it allows them the pursue their studies in relative peace. Should their settlements be threatened, however, the runecarvers will unhesitatingly leap to its defense, using their powers to assist in driving off any foes. Given time to prepare for a threat, stone giant runecarvers will often bolster the settlement's defenses by placing [I]glyphs of warding[/I] in strategic locations, moving earth and stone to create defensive positions, and by conjuring earth elementals to add their strength to the local military forces. [U][B]Stone Giant Runecarver[/B][/U] [I]Huge giant (stone giant), neutral[/I] [B]Armor Class[/B] 17 (natural armor) [B]Hit Points[/B] 149 (14d12 + 70) [B]Speed[/B] 40 ft. [B]STR[/B] 23 (+6) [B]DEX[/B] 15 (+2) [B]CON[/B] 20 (+5) [B]INT[/B] 18 (+4) [B]WIS[/B] 12 (+1) [B]CHA[/B] 7 (-2) [B]Saving Throws[/B] Dex +6, Con +9, Wis +5 [B]Skills[/B] Athletics +13, Perception +5 [B]Senses[/B] darkvision 60 ft., passive Perception 15 [B]Languages[/B] Giant, Terran [B]Challenge[/B] 9 (5,000 XP) [B][I]Spellcasting.[/I][/B] The giant is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It has the following wizard spells prepared: Cantrips (at will): [I]acid splash, fire bolt, light, prestidigitation, ray of frost[/I] 1st level (4 slots): [I]color spray, magic missile, thunderwave[/I] 2nd level (3 slots): [I]Melf's acid arrow, shatter, web[/I] 3rd level (3 slots): [I]fireball, glyph of warding, stinking cloud[/I] 4th level (3 slots): [I]ice storm, stone shape[/I] 5th level (2 slots): [I]cone of cold, conjure elemental, passwall[/I] 6th level (1 slot): [I]flesh to stone, move earth[/I] [B][I]Stone Camouflage.[/I][/B] The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. [U][B]Actions[/B][/U] [I][B]Stone Quarterstaff[/B] Melee Weapon Attack:[/I] +10 to hit, reach 15 ft., one target. [I]Hit:[/I] 16 (3d6 + 6) bludgeoning damage, or 19 (3d8 +6) bludgeoning damage if used two-handed. [I][B]Rock[/B] Ranged Weapon Attack:[/I] +10 to hit, range 60/240 ft., one target. [I]Hit:[/I] 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. [I][B]Earthen Fists (Recharges after a Short or Long Rest)[/B][/I]. The giant chooses a location within 20 feet, causing earthen fists to spring from the ground and pummel any targets in the area. Each creature other than the giant within 20 feet of the target must make a DC 16 Dexterity saving throw, taking 36 (8d8) bludgeoning damage on a failed save, or half as much damage on a successful one. [I][B]Mystic Runes[/B][/I] The giant possesses several mystic runes carved into its own body. The giant may activate one by running its hand over the rune, creating a one-time effect. After the effect has been activated, the rune magically fades from the giant's body. A typical stone giant runecarver has 1d4 such runes carved into its flesh, chosen from the list below: Mystic Rune effects (choose or roll 1d6): 1. Rune is equivalent to a 1st level [I]spell scroll[/I] 2. Rune is equivalent to a 2nd level [I]spell scroll[/I] 3. Rune is equivalent to a 3rd level [I]spell scroll[/I] 4. Rune is equivalent to a 4th level [I]spell scroll[/I] 5. Rune, when activated, causes a 20 foot radius area of ground centered within 30 feet of the giant to become difficult terrain. Typical effects are to turn the ground into mud or a stone slurry, or to make the ground extraordinarily rough and uneven. 6. Rune, when activated, causes a minor earthquake in a 30 foot radius, centered on a point within 30 feet of the giant. Any creature other than the giant within that area must make a DC 16 Dexterity saving throw or fall prone. [B][U]Reactions[/U][/B] [B][I]Rock Catching.[/I][/B] If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it. Coming soon - we go up to the next giant race in the Ordning: frost giants. We'll be starting with the Frost Giant Reaver. Also, I'm going to add two further creatures beyond my originally planned three in the frost giant section as an additional bonus... :) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Homebrew Giant Elites
Top