D&D 5E New Unearthed Arcana Today: Giant Themed Class Options and Feats

A new Unearthed Arcana dropped today, focusing on giant-themed player options. "In today’s Unearthed Arcana, we explore character options related to the magic and majesty of giants. This playtest document presents the Path of the Giant barbarian subclass, the Circle of the Primeval druid subclass, the Runecrafter wizard subclass, and a collection of new feats, all for use in Dungeons &...

A new Unearthed Arcana dropped today, focusing on giant-themed player options. "In today’s Unearthed Arcana, we explore character options related to the magic and majesty of giants. This playtest document presents the Path of the Giant barbarian subclass, the Circle of the Primeval druid subclass, the Runecrafter wizard subclass, and a collection of new feats, all for use in Dungeons & Dragons."


New Class options:
  • Barbarian: Path of the Giant
  • Druid: Circle of the Primeval
  • Wizard: Runecrafter Tradition
New Feats:
  • Elemental Touched
  • Ember of the Fire Giant
  • Fury of the Frost Giant
  • Guile of the Cloud Giant
  • Keeness of the Stone Giant
  • Outsized Might
  • Rune Carver Apprentice
  • Rune Carvwr Adept
  • Soul of the Storm Giant
  • Vigor of the Hill Giant
WotC's Jeremy Crawford talks Barbarian Path of the Giant here:

 

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Maxperson

Morkus from Orkus
By my count, there are about 70 monster stat blocks in Fizban's Treasury of Dragons.

If there were a Giant-focused monster book similar to Fizban's and it reprinted literally all of the non-M:tG variant Giants/Giantkin that would be:
  • 6 True Giant stat blocks (Hill Giant Mouth of Grolantor, Frost Giant Everlasting One, Fire Giant Dreadnought, etc)
  • 4 Ogres of War
  • 5 Mutated Trolls
  • 2 Verbeeg
That's just 17 additional monsters. The bestiary would need over 50 more giant-themed monsters in order to just match how many dragon-themed ones are in Fizban's Treasury of Dragons.

Is that really possible given the history of D&D? Have there ever been that many Giant-related monsters in one edition before? Even if the book were to bring back Titans as bigger versions of the True Giants, that doesn't get them anywhere near the amount required to get close to Fizban's.

I'll admit that Fizban's bestiary isn't just Giants, it includes some humanoids that worship Bahamut, Tiamat, and Sardior, and also stuff like Hoard Scarabs/Mimics. Maybe this book kind of book could include undead Giants (like the Frost Giant Zombie from Wildemount)? And some Annam worshipping priests or Giant-touched NPC stats. But, still, I think that Fizban's had way more to work with than a purely Giant-focused monster book.

The Player Option section could easily be the size of Fizban's, as could the Magic Item and Spells section, but the rest would be stretching it.

But D&D has had at least one Draconomicon in basically every edition, right? Giantcraft was just one book from one edition. About half the size of the typical D&D 5e book. And Giants haven't gotten a ton of additions through the editions on them like Dragons have.

Going off of the Forgotten Realms Wiki . . . there really aren't that many. Especially not when compared to Dragons. Seriously, go to the bottom of both of those articles and look at the section that compiles all Giantkin and Dragonkind into one spot. In my opinion, there are too many dragons from the history of D&D to even fit them all in a 5e book. Giants have the opposite problem. There's just over 30 of them from the history of D&D.
Hill Giant
Stone Giant
Fire Giant
Cloud Giant
Frost Giant
Storm Giant
Mountain Giant
Fog Giant
Desert Giant
Ash Giant
Phaerlin Giant
Jungle Giant
Reef Giant
Firbolg Giant
Fomorian Giant
Verbeeg Giant
Voadkyn Giant
Craa'Ghoran Giant
Maur Giant
Island Giant
Ogre Giant
Eldritch Giant
Death Giant
Cyclops
Ogre
Half-Ogre
Merrow
Ice Spire Ogre
Ogrillon
Zakharan Ogre
Ogre Magi
Troll
Black Troll
Blood Troll
Cave Troll
Crystalline Troll
Deep Sea Troll
Desert Troll
Dire Troll
Fell Troll
Fire Troll
Forest Troll
Gray Troll
Ice Troll
Mountain Troll
Mur-Zhaguls
Phaze Troll
Pseudo-Troll
Rock Troll
Rot Troll
Scrag
Slime Troll
Spirit Troll
Stone Troll
Tree Troll
Troll Hunter
Two-Headed Troll
Venom troll
War Troll
Wasteland Troll
Thoul
Ettin
 

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doctorbadwolf

Heretic of The Seventh Circle
It does. Buts it's still Ren-Medieval with Greco Mythic paint over it. The fighting, skills, and magic of the theme aren't elevated as the prominent styles of the setting vis mechanics.

I'm just a "if you are gonna do it, do it hard" guy

That's why to me, if I am going to do Giants, I'd make Super Strength rules and full on Rune rules.
Okay.

ETA. If we want a greek mythos play demi-gods etc game, there are actual games made to just do that.

Theros still being DnD doesn't make it "ren-medieval" (which is a needlessly dismissive descriptor), though. If you play Theros as presented, it isn't going to feel medieval at all. It's going to feel greek.
 
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dave2008

Legend
That you need to take the earlier feat in the chain before the later one absolutely is a requirement in this UA and the previous Dragonlance one. Sorry, this is wrong. It is the entire purpose of a requisite feat. I'm not really sure how someone could be so wrong on this that they felt comfortable enough to try to correct someone else.
I wasn't trying to correct you as I wasn't making a comment about current or past implementations. I was talking about the concept . I was very clear, not sure how you missed that.
Yes, it is an issue of concept. If you have a feat that is too weak on purpose, it's a trap. Because that puts you weaker than eveyone else, with the only option to catch up is four levels later to lock you into a single choice, or take a normally balanced option and remain behind. 3.x has shown that feats like that are a bad design choice.
I simply don't understand how you fail to see that is bad implementation, not design. A feat chain does not require any of its feats to be stronger or weaker than any other feats. IF that happens it is poor implementation of the feat chain concept or simply a poorly designed feat. It doesn't mean feat chains are bad design. I skipped 3e, so referencing 3e is of no use to me.
Just to understand, you feel like the designers should be the ones to enforce theme, across all settings including homebrew, by locking off choice by rules, as opposed to the people playing at the table having the freedom to pick what is right for their character? (Without having to have the DM house rule to overrule the designers.)
No, that is definitely not what I intended and I really don't see why one would jump to this conclusion based on what I wrote. But we all have our baggage I guess. I will try to be more clear:
  • I think 5e should have unencumbered feats (feats with no prerequisites, links, or "chains")
    • These should be the majority of feats.
  • I think linked feats that enforce a theme could be interesting.
    • I do not think this should be all or even a majority of feats.
    • I think this could be an interesting way to add some mechanical heft to setting elements.
    • I think these could be a method to get a flavor of multiclassing without actually multiclassing.
    • I think you can create these without invalidating other options and player creativity.
  • I do not think having a few feat chains in setting books or even few in the PHB is the designers controlling all themes in all settings in all games.
    • The feat chains are optional. You still have normal feats and ASI as an option.
    • You have every option you have now, + a few feat chain options.
They literally deny taking that feat except in certain cercumstances. Please keep your arguments to what is being presented in the UAs.
I was never arguing what was in the UA. I have always asked about the general concept of feat chains. From the beginning. If you missed that, I think I have made that clear now. I am rarely interested in how WotC presents something more than I am of the idea.
Yes, limitations can spur creativity. To say that it creates more creativity by denying customization is not really a supportable statement though. Take the old Henry Ford quote: "A customer can have a car painted in any color, as long as it is black". That puts limitations on, but does not increase customization as delivered from the factory. And while you could repaint the car later, if the rules prevent you from taking the feat without the prerequisite, you just can't take the feat - it is blocked. This is basically hyperbole.
What I am proposing is that we have everything we have now + some feat chains. That is quite literally adding more customization to the current game. I am not talking about restricting the existing feats. Heck, I think it might be possible to develop open ended feat chains that are plug and play. Again, I am not talking about the implementation in 3e or this UA, but the concept of thematically linked feats.
Normal play generally ends before 12th. Both WotC surveys and DnDBeyond information gathering have said that. With standard progress (no special race/class extra), that's two feats - one at 4th and one at 8th. If you want to get the second feat, and you need the first feat - that's two feats. If you only get two feats and need two feats, that's all of your ASI/feat customization.
Yes, I understand that part, if you are cutting the game off at 10th (my group is currently 15th), but what did you mean by "unused"?

If I select a feat chain it would be because I want those two feats. Just like how I might select a subclass because I want the features of that subclass that I get at 3rd, 9th, 13th, and 17th. I would expect to use them.
 

Minigiant

Legend
Supporter
Okay.

ETA. If we want a greek mythos play demi-gods etc game, there are actual games made to just do that.

Theros still being DnD doesn't make it "ren-medieval" (which is a needlessly dismissive descriptor), though. If you play Theros as presented, it isn't going to feel medieval at all. It's going to feel greek.
But those games typical don't do D&D Style adventurer well.

There is a space open for D&D style adventures and dungeon crawling with a hoplite that plays like a hoplite, a half vampire that plays like a half vampire or in this case a giant based humanoid that plays like a giant based humanoid or a Primeval druid that actually has Primeval powers.

I mean the Path of the Giant barbarian doesn't even throw boulders! Someome will say "Oh you can reflavor a thrown hammer as a boulder" which I'd reply "you can "reflavor your human archer fighter as a elf evocation wizard too".
 


I mean IIRC, Theros doesn't even have era appropriate gear list. Having the same full plates and great swords in supposedly ancient Greek setting seems rather silly to me and if we would have some sort of Palaeolithic setting it would be even more blatantly absurd.

One thing I'd really want to see is some sort of setting builder's handbook, that would properly address different setting premises and offer solid rules to support them. And yes, I mean more than "just reskin it" or even "here's a firearm chart." I mean proper alternative rules, class features even subclasses for various themes and techlevels.
 
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Faolyn

(she/her)
Chapter 5: Draconomicon (Giganticon?)
This one would be a mess for giants. There are 20 dragon types here, and we've got only five "major" giant types. Yes they could add a few more to buff this out, but are there 15 more giant types to match the quality of the major 5? We also need new giant lair maps, but this is material that Storm King's Thunder extensively covers already. Yes it could be reprinted, or original maps made, but it's this sort of retreading I doubt James Wyatt is interested in doing. This chapter is entirely difficult to recreate for giants, I'd expect a completely different format.
Well, there are lots of "giant-kin," like cyclops, ettins, formorians, ogres. There were also (in 2e) giants like fog giants (reprinted in the Extra Life Fiend Folio; boy I wish they'd do another), crag giants, jungle giants, a couple of types of desert giants (for Dark Sun and for Al Qidam), mountain giants, and other giant-kin like athachs and voadkyn... there are probably as many different types of giants as there are elves.

The next question, of course, is if these type of giants are needed. In the Extra Life pdf, they made fog giants into cursed cloud giants who lost their place in the ordening. They could probably do something like that with some of these other giants, if they felt like it. Personally, I don't think that any more true giants are needed, although I wouldn't mind the athachs. I have a soft spot for the smaller, more deformed giant-types.
 

Minigiant

Legend
Supporter
Personally I don't think feat chains/trees are bad as a design concept.

The issue is that 5e wasn't designed for feats to do this. Subclasses, backgrounds, and separate subsystems were designed to do this in 5e because subclasses come early and have more mechanical weight (but not power) behind them Now the designers are attempting to force feats to do this job that subclasses were suppose to do because it's easier to teach.
 

dave2008

Legend
Hill Giant
Stone Giant
Fire Giant
Cloud Giant
Frost Giant
Storm Giant
Mountain Giant
Fog Giant
Desert Giant
Ash Giant
Phaerlin Giant
Jungle Giant
Reef Giant
Firbolg Giant
Fomorian Giant
Verbeeg Giant
Voadkyn Giant
Craa'Ghoran Giant
Maur Giant
Island Giant
Ogre Giant
Eldritch Giant
Death Giant
Cyclops
Ogre
Half-Ogre
Merrow
Ice Spire Ogre
Ogrillon
Zakharan Ogre
Ogre Magi
Troll
Black Troll
Blood Troll
Cave Troll
Crystalline Troll
Deep Sea Troll
Desert Troll
Dire Troll
Fell Troll
Fire Troll
Forest Troll
Gray Troll
Ice Troll
Mountain Troll
Mur-Zhaguls
Phaze Troll
Pseudo-Troll
Rock Troll
Rot Troll
Scrag
Slime Troll
Spirit Troll
Stone Troll
Tree Troll
Troll Hunter
Two-Headed Troll
Venom troll
War Troll
Wasteland Troll
Thoul
Ettin
Plus (for you and @AcererakTriple6 )
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Micah Sweet

Level Up & OSR Enthusiast
I mean IIRC, Theros doesn't even have era appropriate gear list. Having the same full plates and great swords in supposedly ancient Greek setting seems rather silly to me and if we would have some sort of Palaeolithic setting it would be even more blatantly absurd.

One thing I'd really want to see is some sort of setting builders handbook, that would properly address different setting premises and offer solid rules to support them. An yes, I mean more than "just reskin it" or even "here's a firearm chart." I mean proper alternative rules, class features even subclasses for various themes and techlevels.
The Worldbuilder's Guidebook for 2e did a lot of this. One of my all time favorite RPG supplements.
 

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