Giantslayer (5e Subclass)

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Ranger Subclass: Giantslayer[edit]

Specialized in combat against giants and enormous creatures, the Conclave of the Giantslayer is originally a path pursued by dwarfs and gnomes, in their ongoing war with a common enemy: the Giants. Using a combination of dwarven craftsmanship, gnomish inventiveness, and magic, they've learned how to enhance ranged weapons to channel their magic. The Giant Slayer style of combat is a careful combination of fast mobility and powerful attacks, making them, despite their size, frightening enemies.

Restriction: Dwarfs and Gnomes only[edit]

Only Dwarfs and Gnomes can follow the Conclave of the Giantslayer. Your DM can lift this restriction to better suit the campaign.

Optional Rule: Firearm Proficieny[edit]

If your Dungeon Master uses the rules on firearms in chapter 9 of the Dungeon Master's Guide and your giantslayer has been exposed to the operations of such weapons, your giantslayer is proficient with them.

Giantslayer Magic[edit]

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Giantslayer table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Ranger Level Spells
3rd snare1
5th enlarge/reduce
9th tiny servant 2
13th fabricate
17th hold monster

1 Xanathar, page 165

2 Xanathar, page 168

Magical Engineer[edit]

Upon choosing this archetype at 3rd level, you learn the mending cantrip, if you don't already know it. In addition, you gain proficiency with woodcarver's tools or smith’s tools.

Giants Bane[edit]

At 3rd level, you learn how to craft the main weapon against the giants. Using woodcarver's tools or smith's tools, you can take a bonus action to magically transform a ranged weapon with the two handed and loading properties, into a weapon called giants bane. The giants bane is a magical object, and occupies the same space as you. You can have only one giants bane at a time and can't create one while your is present. Once you create a giants bane, you can't do so again until you finish a long rest. or until you expend a spell slot of 1st level or higher. The giants bane have the following features:

  • The giants bane is considered a creature within 5 feet of you, to effects that target you.
  • When you take a damage, you can use your reaction to distribute the damage taken between you and the cannon. Each one must take at least 1 damage. Apply any damage resistance or vulnerability after you distribute the damage.
  • The giants bane can be targeted, and has an AC of 18 and a number of hit points equal to five times your ranger level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or saving throw, treat all it's ability scores as 10 (+0). It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.
  • When you use your giants bane, you can choose to make a regular ranged attack with the transmuted weapon, or to use one of the giants bane models special features.

When you create the giants bane, you decide which model it is, choosing from the options on the giants bane table. Each model has special features. It takes an action to change the type of the giants bane . Once in each of your turns, you can forgo your attacks with the transmuted weapon to fire your giants bane. On each turn you activate your giants bane, you can move up to 15 feet.

Special Features
Giants Bane Model Shot type
Thunder Maker. As an action, the giants bane can shot a powerful sound wave in an adjacent 15-foot cone that you designate. Each creature in that area must make a Constitution saving throw against your spell save DC, taking 2d6 thunder damage on a failed save and are pushed 5ft away from you, or half as much damage on a successful one, without any other effect. At 11th level, the Thunder Maker deals 3d6 thunder damage.
Dragon Head. Make a ranged spell attack against a target within 90 feet. On a hit, the target takes 1d8 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d10 fire damage. At 11th level, the Dragon Head deals 1d10 piercing damage and 2d6 fire damage.
Wasp Stinger. Make an ranged weapon attack against a target within 30 feet. On a hit, you deal your weapons damage and the creature must make a Wisdom saving throw. On a failed save, the creature will be annyoed by you. Until the end of your next round, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move into a space that is more than 30 feet away from you. At 11th level, the Wasp Stinger deals 1d6 extra damage.

Run and Gun[edit]

Reaching the 5th level, when you take the attack action you can forgo one of your attacks with the transmuted weapon to use one giant slayer special feature.

Slippery[edit]

At 7th level, your walking speed increases by 10 feet and you have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.

Piercing Shot[edit]

At 11th level, whenever you hit a target large or higher with a shoot from your giantslayer, you can make a second one with the same shot, against the same target, without expending an action.

Defensivel Roll[edit]

At 15th level, whenever an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage.


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