New D&D Class: Giantkin

Giant KinIan from the Going Last podcast, and a one-time guest on our podcast, has put together a new class for 4th Edition D&D. It functions something like Vampire – it’s a class that acts more like a “modifier” to your base race.
While I know that lots of people are super excited about D&D Next, I also know that there is still a lot to love about 4e. And that there are still people playing it. So, in case you fall into that category, here’s a new option for your table.

Giantkin

Giantkin wade into battle, often towering over their foes and allies. Like the brutes they are descended from, Giantkin rely on their immense strength and raw savagery rather than skill or tactics. Some rare few Giantkin prefer combat at a distance, hurling large stones, logs, tables, or even bodies, but most will find themselves pushing their way into the thick of combat time and time again.

Most Giantkin come from the stock of ogres, but some can trace their lineage back to the elemental giants. These Giantkin find they can develop their connection to the elemental power that is their birthright, and in time channel this power into destructive force.

CLASS TRAITS

Role: Striker
Power Source: Elemental
Key Abilities: Strength, Constitution
Armor Proficiencies: Cloth, leather, hide
Weapon Proficiencies: Simple melee, simple ranged
Implement Proficiencies: Ki focus
Bonus to Defense: +2 Fortitude
Hit Points at 1st Level: 15+ Constitution Score.
Hit Points per Level Gained: 6
Healing Surges per Day: 9 + Constitution Modifier.
Trained Skills: From the class skills list below, choose 4 trained skills at 1st level.
Class Skills: Athletics (Str), Dungeoneering (Wis), Endurance (Con), Intimidate (Cha), Nature (Wis), Perception (Wis)

Class features: Savage Warrior

Giantkins learn to wield two weapons at once, from the supple combination of longsword and short sword to the brutal double assault of battleaxe and handaxe. This tactic denies the defensive benefit of a shield, but allows a giantkin to strike hard and fast. At their best when outnumbered and surrounded, giantkins count on speed and accuracy in combat to overwhelm their foes.

Giantkins augment their combat prowess with Elemental magic, channeling the supernatural power of the natural world to their advantage. Elemental power allows a giantkin to pass by foes unseen, to discourage pursuit, and to keep his or her companions alive in the wild under conditions that would slay lesser explorers outright.

GIANTKIN CLASS FEATURES

Level 1:

GIANT

Your size increases by 1 category. If this increases your size to Large your reach increases by 1. You also gain a +1 bonus to speed.

TOUGH HIDE

While you are not wearing heavy armor, you can use your Constitution modifier in place of your Dexterity or Intelligence modifier to determine your AC.

SAVAGE WARRIOR

You gain a +2 proficiency bonus to attack rolls with improvised weapons. One-handed improvised weapons deal 1d10 damage, and two-handed improvised weapons deal 1d12 damage.

ELEMENTAL PROWESS
You gain two of the following powers of your choice.

Giantkin UtilityBrute Strike

You favor brute tactics – hit ‘em hard until they stop moving.

At-Will        ElementalStance
Minor Action      Personal

Effect: You assume the brute strike stance. Until the stance ends you gain a bonus to the damage rolls of basic attacks. The bonus equals your Constitution modifier.

11th level: 2 + your Constitution modifier
21st level: 4 + your Constitution modifier

Giantkin Utility: Sweeping Blow

You swing your weapon wide, crushing multiple opponents.

At-Will        ElementalStance
Minor Action      Personal

Effect: You assume the sweeping blow stance. Until the stance ends, once during your turn, when you hit an enemy with a basic attack you may deal damage equal to your Constitution modifier for another enemy adjacent to the triggering enemy.

Giantkin Utility: Crippling Slam

You mercilessly beat an opponent, shattering bones and tearing flesh.

At-Will        ElementalStance
Minor Action      Personal

Effect: You assume the crippling slam stance. Until the stance ends once per, when you hit a creature with a basic attack, it takes ongoing damage equal to your Constitution modifier (save ends).

Level 11: 2 + Constitution modifier.
Level 21: 4 + Constitution modifier.

Giantkin Utility: Toppling Smash

You lay about with your weapon, knocking your opponents about like toys.

At-Will        ElementalStance
Minor Action      Personal

Effect: You assume the toppling smash stance. Until the stance ends when you hit a creature with a basic attack you may push it 1 square or knock it prone.

Level 11: push it 2 squares or knock it prone.
Level 21: push it 2 squares and knock it prone.

SAVAGE ASSAULT
You gain the savage assault power.

Giantkin Attack:Savage Assault

You draw upon the elemental fury that is your heritage, and unleash a savage assault upon a hapless foe.

Encounter        ElementalWeapon
Free Action      Special

Trigger: You hit an enemy with a basic attack using a weapon.

Effect: If the triggering attack was a melee basic attack, make a melee basic attack against the triggering enemy. If the triggering attack was a ranged basic attack, make a ranged basic attack against the triggering enemy.

ELEMENTAL HERITAGE

You gain two of the following abilities of your choice.

Elemental Resistance (Giantkin)
Choose cold, fire, lightning, necrotic, radiant, or thunder. You gain resist 5 against that damage type. The value increases to 10 at 11th level, and 15 at 21st level. If you choose a damage type you already have resistance to from a racial trait, instead increase your resistance by 5.

Titanic Strength (Giantkin)
You gain a +5 bonus to Strength checks, and you move at full speed even when carrying a heavy load. Additionally, you double your Strength score for the purposes of determining your lifting, carrying, and dragging capacities.

Mountain’s Endurance (Giantkin)
When making Endurance or Constitution checks you may roll twice and take either result.

Hurler (Giantkin)
When you use a thrown weapon increase both the normal and long range by 10 squares.

Long Strider (Giantkin)
You gain +1 speed. Additionally, when making a long jump you can jump 1 square further than your Athletics check indicates.

Home Terrain (Giantkin)

You gain either Earth or Ice Terrain Walk.

Level 2:

LEVEL 2 GIANTKIN UTILITY POWER
You gain one of the following powers of your choice.

Giantkin Utility 2Brute Resilience

Your skin hardens, taking on the appearance and texture of stone.

Encounter        Elemental
Minor Action      Personal

Effect: You gain resistance to all damage until the end of your next turn. The resistance equals your healing surge value.

Giantkin Utility 2Break Everything

You muster your strength, and apply it shatter even the most durable objects.

At-Will        Elemental
Free Action      Personal

Trigger: You make a Strength check to break an object, or make a damage roll against an object.

Effect: Reroll the triggering roll. You must keep the second result, even if it is lower.

Giantkin Utility 2Great Reach

An enemy attempts to sneak by you, but you lash out with surprising speed.

Encounter        Elemental
Opportunity Action Personal

Trigger: An enemy within 2 squares takes an action that would provoke an opportunity attack

Effect: You make a melee basic attack against the triggering enemy.

Level 3:

LEVEL 3 SAVAGE ASSAULT

The target hit by savage assault is also knocked prone.

Level 4:

LEVEL 4 THICK SKULL
You gain a +1 bonus to your Will defense.

Level 5: ELEMENTAL HERITAGE

You gain one additional elemental heritage.

Level 6:

LEVEL 6 GIANTKIN UTILITY POWER
You gain one of the following powers of your choice.

Giantkin Utility 6Unbroken

Your endurance rivals even full blooded giants.

Encounter        HealingElemental
Minor Action      Personal

Requirement: You must be bloodied.

Effect: You spend a healing surge but regain no hit points. Instead, you gain temporary hit points equal to your Constitution score.

Giantkin Utility 6Everybody Move!

With a great shout you convince your enemies here is not the best place to be.

Encounter         Elemental
Minor Action      Close burst 2

Target: Each enemy in burst

Effect: You push each target 1 square, but not into hindering terrain.

Giantkin Utility 6Shatter Stone

Before you even the strongest wall will crumble.

Daily        Elemental
Free Action      Personal

Trigger: You make a check to break an object and roll anything other than a 20

Effect: You roll a 20 for the triggering check.

Level 7:

LEVEL 7 ELEMENTAL PROWESS (GIANTKIN)
You gain one additional elemental prowess from the options listed at level 1.

Level 8:

LEVEL 8 ELEMENTAL HERITAGE
You gain one additional elemental heritage chosen from the options given at level 1.
Level 9:

IMPROVED SAVAGE ASSAULT
You gain a +2 power bonus to the attack roll of the attack granted by savage assault.
Level 10:

LEVEL 10 GIANTKIN UTILITY POWER
You gain one of the following powers of your choice.
Giantkin Utility 10Manifest Chaos

As a giantkin you can claim some amount of elemental ancestry, and at times you can manifest that energy.

Daily        Elemental, Variable
Minor Action      Personal

Effect: You activate an aura 1 that lasts until the end of your next turn, or until you fall unconscious. Choose cold, fire, lightning, necrotic, radiant, or thunder. Creatures that begin their turn in the aura take damage of the chosen type equal to your Constitution modifier.

Sustain Minor: The aura persists until the end of your next turn.

Special: If you have any resistances the damage includes those types as well.

Giantkin Utility 10Elemental Heart

You draw upon your heritage, and turn that energy into a weapon.

Daily        Elemental, Variable
Minor Action      Personal

Effect: You activate an aura 1 that lasts until the end of the encounter, or until you fall unconscious. Enemies in the aura that hit you with an attack take damage equal to your highest resistance, of the same type as your highest resistance. In case of a tie, choose one.

Giantkin Utility 10Colossal Impact

Injured, but unfazed you strike out with staggering force.

Encounter         Elemental
Minor Action      Personal

Effect: The next damage roll you make gains a bonus to damage equal to the number of healing surges you have spent since your last extended rest. Double this bonus damage against an object.

Level 13:

ENHANCED SAVAGE ASSAULT
You gain one more use of savage assault per encounter.
Level 15:

ELEMENTAL HERITAGE
You gain an additional elemental heritage.
Level 16:

LEVEL 16 GIANTKIN UTILITY POWER
You gain one of the following powers of your choice.
Giantkin Utility 16Prodigious Endurance

You choose to continue the fight, even when surrender might be the best option.

Encounter        Elemental
Minor Action      Personal

Requirement: You must have used your second wind during this encounter.

Effect: You regain the use of your second wind.

Giantkin Utility 16Primordial Might

You take on a chaotic, but highly unstable elemental form.

Daily        Elemental, Polymorph
Minor Action      Personal

Effect: Your appearance changes to one comprised of elemental matter. This effect lasts until the end of the encounter, or until you fall unconscious. When you use this power you can choose to take a -5 penalty to one or more of your defenses;

AC: You gain a bonus to damage rolls equal to your Constitution modifier.

Fortitude: When you hit with a basic attack you gain temporary hit points equal to your Constitution modifier.

Reflex: You gain a bonus to your speed equal to your Constitution modifier.

Will: If you have any resistances your basic attacks gain the damage type keywords that match those resistances.

Level 17:

LEVEL 17 ELEMENTAL PROWESS
You gain one additional elemental prowess from the options listed at level 1.
Level 19:

BRUTAL RECOVERY
Whenever you use your second wind to regain hit points each adjacent creature takes damage equal to your Constitution modifier.

Level 22:

LEVEL 22 GIANTKIN UTILITY POWER
You gain one of the following powers of your choice.
Giantkin Utility 22Stone Skin

You become a nearly unstoppable juggernaught.

Daily        Elemental
Minor Action      Personal

Effect: Spend a healing surge, but regain no hit points. Until the end of the encounter you gain resist all equal to your Constitution modifier.

Giantkin Utility 22Dig In

Once you’ve set your mind on a course of action, very little can change it.

Daily        Elemental
Minor Action      Personal

Effect: Until the end of the encounter, whenever you are subjected to forced movement you can choose to reduce the distance by a value equal to your Constitution modifier.

Level 23:

EPIC SAVAGE ASSAULT
You gain an additional use of savage assault each encounter.

Level 25:

RAMPAGING BRUTE

Once per round, if you are conscious, when you score a critical hit with a basic attack you may make a melee or ranged basic attack as a no action.

Level 29:

GIANTKIN THREAT
You gain threatening reach.

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