A collection of D&D 5th Edition character options. While ostensibly themed around battling giants, the connection is honestly pretty thin, beyond the flavor text and a few bits near the end - but this doesn't make the product a bad one.
Going section by section:
- Barbarian: One new archetype, the "Path of Whirling Steel." An interpretation of the "Dervish" concept from earlier editions, this is a pretty solid Dexterity-focused barbarian.
- Druid: One new archetype, the "Circle of Storms." These druids are themed around lightning storms, and have decent abilities, if perhaps a little underpowered. You also get a neat stat block for a "storm elemental."
- Fighter: Two new archetypes. One is the "Dreadnought," which is supposed to be an extra-tough fighter, but is another that seems a little underpowered. The "Sentry" is an update of the Dwarven Defender concept from earlier editions, and looks like a pretty interesting defense-based warrior.
- Paladin: One new archetype, "Oath of the Bastion," which is a bodyguard/protector paladin. This is OK - while the theme seems to overlap with the Dreadnought fighter, they do actually have some differentiation.
- Ranger: Two new archetypes. One is the "Wanderer," a movement-focused ranger; a pretty neat concept (though not well sold in the flavor text) and well done, though I note it shares the same capstone ability as the Whirling Steel barbarian. The other is the "Mage Hunter," which is adept at fighting spellcasters, and also designed to work with the Unearthed Arcana "no spells" ranger; it's also fairly well done.
- Rogue: One new archetype, the "Scoundrel," which can use misdirection to its advantage. It can also trade in Sneak Attack damage for extra debuffs. Probably my favorite in the product. That said, there's one (presumed) error - Debilitating Sneak as written can permanently reduce a target's speed by half.
- Sorcerer: One new archetype, the "Elemental" Sorcerer, which fills in a serious gap in the core game. Not bad, solid mechanics, but it feels like it needs something more to be really great. Also, the capstone ability seems a little weak.
- Warlock: Two new archetypes. One is the "Great Wyrm," which allows a pact with a dragon; a good concept, but I don't know about them being able to resist multiple types of elements, and it doesn't do enough to distinguish itself from the core Draconic sorcerer. The other is the "Primordial," another good concept, but misses the mark by allowing them to change their elemental attunement on every rest - unless your patron is associated with multiple elements, that doesn't make much sense, even with the flavor text. There are also some new warlock class options, including a new Pact Boon (Pact of the Rod) and some new invocations (three of which are very general, but two of which work nicely with the new archetypes).
- Equipment: Some rules for wielding oversized weapons (that honestly seem too generous, and oddly bypass making them heavy), a selection of giant-themed trinkets, and some new magic items (all referencing various tales of giants; I don't know about the goose being here).
- Spells: Six decent new spells, which seem well-balanced.
- Variant Rules: For attacking the limbs of larger humanoid creatures. The rules seem pretty solid, and also account for dragons as well.
Overall, there are some formatting hiccups throughout; some redundant themes and mechanics; and perhaps a bit too much caution in terms of power levels. However, none of these are deal-breakers, and this product still provides a good amount of useful material for an excellent price.
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