Pact of the Jötun (2.0)

A home-brew “Otherworldly Patron” Warlock Class option for Dungeons and Dragons, 5th edition. These options have not been play tested, and if you think they are “OP”, well good! A Jötun’s mighty arm should “over power” his enemies.

image from VOLO’S GUIDE to MONSTERS, by Wizards of the Coast

Some Jötuns are much more than simple giants, being more akin to lesser gods. Although usually prone to fits of wrath, they are very capable of appreciating wit, cunning, and magic every bit as much as brute strength. Jötun rarely make pacts with creatures so small as humans but if one impresses them enough they may do so. When this happens the Jötun grants power to the warlock with the expectation that on the day of Ragnarök the warlock will side with him in his battle against the Gods. Depending on the Jötun’s eagerness for hat fateful day he may also task the warlock with helping to bring it about.

Design Note: The expanded spell list granted by the Jötun focus on a enhancing the warlocks abilities (and potentially those of his companions) as well as allowing him greater control and interaction within surrounding environment. The “Otherworldly Abilities” granted by the Jötun are intended to increase the Warlocks fighting prowess in preparation for the day of Ragnarök.

THE PACT OF THE JÖTUN

Jötun Pact Expanded Spell List

The Jötun lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level      Spells
1st                      Fog Cloud, Thunderous Smite
2nd                    Enhance Ability, Enlarge/Reduce
3rd                     Meld into Stone, Protection from Energy
4th                     Freedom of Movement, Stoneskin
5th                     Commune with Nature, Destructive Wave

Otherworldly Abilities

THE JÖTUN’S CALL TO ARMS

At 1st level the warlock can speak, read, and write either Giant or Primordial (choosing between the two). The warlock also gains proficiency with both martial weapons and shields in addition to simple weapons and light armor. Finally, having prepared his mind for the day of Ragnarök the warlock loses all fear of death and gains immunity to the frightened condition.

BURST OF JÖTUN STRENGTH

At 6th level, after failing any strength ability check or strength saving throw the warlock may call on the Jötun’s power and re-roll the result with advantage and adding to the roll his charisma ability score modifier (in addition to his strength modifier). Once the warlock uses this feature, he must complete a short or long rest before using it again.

GIGANTIC EGO

Beginning at 10th level, as an action, the warlock may cast two spells at the same. Both spells must be concentration spells that target the warlock and only the warlock (for example: Enhance Ability, Enlarge/Reduce, or Protection from Energy). Only a single spell slot is expended for both spells. The spell slot used must be the at least the same level as the highest level of the two spells. If either or both of the spells allow, they may be cast at a higher level, up to the level of the spell slot used. If for any reason the warlock looses concentration then both spells end. If either spell reaches the end of its normal duration then both spells end. Once the warlock uses this feature, he must complete a short or long rest before using it again.  

THE BONES OF AURGELMIR (or Ymir)

Starting at 14th level the warlock may take on the form of a giant for short periods of time.

As an action, the warlock picks up, swallows and consumes stones and earth from the ground. These materials must be available for him to use this ability. The warlock may not move, attack, cast spells, or take any other actions or reactions during the round in which he is consuming these earthen materials. This causes the warlocks body to grow until by the start of his next turn he has grown into a GIANT FORM with his height and other bodily dimensions all having increased to three and a half times his natural measurements and his weight being multiplied by fifteen.

The warlock must remain in GIANT FORM for a number of rounds equal to 1d4 plus his charisma ability modifier. The warlock may not return to normal size until this duration ends. Once the warlock uses this feature, he may not use it again until he has completed a long rest.

While in GIANT FORM the warlock has all the following characteristics:

GIANT FORM

The warlock’s size is Huge and he takes up a 15ft. x 15ft. square space in combat and his melee combat range is 10ft., or 20 ft. if using a reach weapon. 

The warlock’s gear also increases proportionally to his new size. Dropped items return to their original size. While in GIANT FORM the standard bludgeoning, slashing and piecing damage for weapons roll three times the number of damage dice that they normally would.  This increase to weapon damage does not apply to other forms of damage or to increased damage due to magical effects. (for example: a morningstar that typically rolls 1d8, will roll 3d8 when it is giant sized and a great sword that typically rolls 2d6 will roll 6d6 when it is giant sized, but acid damage from a vial of acid or magic fire, cold, necrotic, or other magic damage added to a weapon would not increase).

The warlock’s strength score increases by 10 points, resulting in an additional +5 bonus to your strength ability score modifier.  Your dexterity score decreases by 4 points, resulting in a -2 penalty dexterity ability score modifier.  The warlock’s speed is 40 ft.

The warlock is are completely immune to the affects of the Enlarge/Reduce Spell, even if he would be a willing recipient. In addition The warlock has advantage on all saving thaws against spells that  would change his size and or shape; and,

The warlock gains he following Actions and Reactions:

ACTIONS
Rock: Ranged Weapon Attack: utilizing strength, range 60/240 ft., one target. Hit: 4d10 + strength modifier, bludgeoning damage.

REACTIONS
Rock Catching: 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.

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