5e giant slayer

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Welcome to the D&D 5e Giantslayer campaign! This campaign adapts the Giantslayer Adventure Path from Pathfinder to 5th Edition. 

This campaign takes place in the published world of Golarion from Paizo.

Strange storms are wreaking havoc in the Mindspin Mountains and there are rumors of large bands of giants gathering under the banner of a being named the Storm Tyrant. The orc tribes of Belkzen are still at arms despite the Flood Truce. For residents of the small refugee town of Trunau on the border between the Hold of Belkzen and Lastwall, things are fairly par for the course. But what they don't know is that the Tyrant's fury is about to catch them up in a storm of conflict!

Book 1: Battle of Bloodmarch Hill

Book 2: The Hill Giant's Pledge

Book 3: Forge of the Giant God

Book 4: Ice Tomb of the Giant Queen (substituted out for G2: Glacial Rift of the Frost Giant Jarl)

Book 5: Anvil of Fire (substituted out for G3: Hall of the Fire Giant King)

Book 6: Shadow of the Storm Tyrant

Epilogue: The Wand of Orcus!

Quick Facts: The campaign started in April of 2016. We typically played every other week, schedules permitting, as is our normal routine. Our final Giantslayer session was #59 on 12/1/18, in which the original heroes who met up in defense of Trunau managed to defeat two legendary enemies at the same time and take command of a giant cloud castle!

After shifting gears to play Forge of Fury for a few months, the heroes of Trunau have returned! In May 2019, they were conscripted by Emirikol the Chaotic in the Demonwing to face down the demon prince of undeath in his personal Abyssal layer and retrieve the fabled Wand of Orcus!

The group is now reunited, and have traversed the planes in order to confront Orcus in his palace. It's epic!

Our final session (#75) with these legendary heroes was on 12/14/2019 where they faced off against the Whispering Tyrant in his lair in the Wizard-King's Pit on the Isle of Terror. 

The group will now turn our attention to playing through the adventures Waterdeep: Dragon Heist and Waterdeep: Dungeon of the Mad Mage. We will be moving the city of Waterdeep to Golarion and using Absalom as the basis of the campaign instead of Waterdeep.

It has been a very fun past 4 years running these adventures and playing with these characters. Looking forward to what the future brings. Salute!

Sours: https://giantslayer5e.obsidianportal.com/

D&D 5E Giant Slayer Extra Damage

CapnZapp said:

Since it doesn't specify otherwise, it's on every single hit.

As to whether it's overpowered, the relevant question should be "is it overshadowing?"

That is, will it make other players feel relatively useless, perhaps because they too built a damage-dealing character that now can't compete? Or are other players more or less relieved the Giants will be taken care of the player with the item?

It all depends.

The item is very strong (against giants), let there be no doubt about that. But too strong? Only you know your group.

Sent from my C6603 using EN World mobile app

Click to expand...

Not at my game table. Players get overshadowed all the time. They deal with it.

If you build a combat monster then you will excel at combat but not at social encounters. If you built a social Diva you will excel at non-combat encounters but not as combat ones.

You make whatever character you want and deal with the results.

If you want to be a sneaky dude and stealth through all the bad guys, I'm down.

What I don't do is tell my players those choices don't matter because someone else might feel overshadowed. I don't limit magic items based on it either.

If you want to be a diva make a Diva and approach things as a Diva would!
If you want to be a combat monster make one and then hack your way through.

There isn't one true way to adventure.

if you make a combat monster but find yourself feeling overshadowed in combat.....figure out how to increase your damage.


Sours: https://www.enworld.org/threads/giant-slayer-extra-damage.544373/
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Giantslayer (5e Subclass)

Ranger Subclass: Giantslayer[edit]

Specialized in combat against giants and oversized 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

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.

1Xanathar, page 165

2Xanathar, page 168

Magical Engineer

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 (choose one).

Giants Bane

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 additional 15 feet.

Giants Bane Model Special Shot type
Thunder MakerAs 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 1d10 thunder damage on a failed save and are pushed 5 feet away from you, or half as much damage on a successful one, without any other effect. At 11th level, the Thunder Maker deals 2d10 thunder damage.
Dragon HeadMake a ranged spell attack against a target within 90 feet. On a hit, the ammunition explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 fire damage. At 11th level, the Dragon Head deals 2d6 fire damage.
Wasp StingMake an ranged weapon attack against a target within 30 feet. On a hit, you deal piercing damage equal to your Dexterity modifier and the creature must make a Wisdom saving throw. On a failed save, the creature will be annoyed by you. For 1 minute, 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. The creature can make another saving throw in each of its turns to end the effect. At 11th level, the Wasp Sting deals additional 1d6 piercing damage.
Adaptable Marksman

Reaching the 5th level, when you take the Attack action, you can forgo one of your attacks with the Giant Bane to use one of its special shots.

Slippery Hunter

At 7th level, you have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.

In addition, your walking speed increases by 10 feet

Piercing Shot

At 11th level, you increase the effectiveness of your attacks, piercing deeper into your targets flesh. Whenever you hit a target of one size category larger than you with an attack from a ranged weapon, make another attack roll against the same AC. On a success, you roll the damage of the attack again.

Defensive Roll

At 15th level, you learn how to use defensive maneuvers to dodge attacks. Whenever you take damage from an attack of a creature that you can see, you can use your reaction to reduce the damage to half (rounded down).

Back to Main Page → 5e Homebrew → Character Options → Subclasses

Sours: https://www.dandwiki.com/wiki/Giantslayer_(5e_Subclass)
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Giants Preparing Attack Scene - Jack: The Giant Slayer (2013) Movie CLIP HD


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