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Jotun Paragon


Class Features

As a jotun paragon, you gain the following class features:

Hit Points

  • Hit Dice: 1d8 per jotun paragon level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per jotun paragon level after 1st

Proficiencies

  • Armor: None (same with shields)
  • Weapons: Simple weapons
  • Tools: None
  • Saving Throws: Strength and Constitution
  • Skills: Choose two from Athletics, Insight, Intimidation, Perception, Performance, and Stealth.
Table: The Jotun Paragon
Level Proficiency
Bonus
Natural
Armor
Slam Size Special
1st +2 +2 AC 1d6 M Ability Score Improvement*, Elemental Power, Slam Attacks, Natural Armor
2nd +2 +2 AC 1d6 M
3rd +2 +3 AC 1d8 L Large Size, Elemental Power
4th +2 +3 AC 1d8 L Ability Score Improvement*, Rock Throwing
5th +3 +4 AC 1d8 L Rock Catching
6th +3 +4 AC 1d8 L Elemental Power
7th +3 +5 AC 1d8 L Improved Rock Catching
8th +3 +5 AC 1d8 L Ability Score Improvement*
9th +4 +6 AC 1d8 L Elemental Power
10th +4 +6 AC 2d6 H Huge
11th +4 +7 AC 2d6 H
12th +4 +7 AC 2d6 H Ability Score Improvement*, Elemental Power
13th +5 +8 AC 2d6 H Oversized Weapon
14th +5 +8 AC 2d6 H
15th +5 +9 AC 2d6 H Elemental Power
16th +5 +9 AC 3d6 G Ability Score Improvement*, Gargantuan
17th +6 +10 AC 3d6 G
18th +6 +10 AC 3d6 G Elemental Power
19th +6 +11 AC 3d6 G Ability Score Improvement*, Militant
20th +6 +11 AC 4d6 G

* The Jotun Paragon must take Strength or Constitution ability score improvements only at this level.

Elemental Power

At 1st level, a jotun paragon must select 1 of the 4 elements (damage type), Air (lightning), Earth (acid), Fire (fire), or Water (cold). This choice is permanent and cannot be undone as it ties into your very nature and essence. This also prevents the jotun paragon from taking any other class levels, until you are at least 6th level. If you do you will be destroyed within 12 days by your own unchecked power (GM rolls 2d6 secretly to determine the exact number of days.) The jotun’s elemental might manifests in the form of abilities chosen from the list below gained at 1st, 3rd, 6th, 9th, 12th, 15th, and 18th level. Some Elemental Powers have prerequisite Feats, which are optional. (Be sure to check with your GM to see if feats are allowed). As per the rules, feats may be taken in place of an ability score increase.

Armtwist: When you successfully grapple a foe, you also deal your normal unarmed damage.

Backbreaker: You must have established a grappling hold to use this ability using the Grappling Attack action. You opt for this grapple attack to restrict the movement of dexterous adversaries by positioning the foe atop your shoulders and contorting the victim’s body around your neck. Using this ability does normal slam damage plus your Strength modifier, plus 1 point of Dexterity damage with a successful Grapple check as an attack action. The opponent must make an opposed Strength (Athletics) check or Dexterity (Acrobatics) check to your Dexterity (Acrobatics) check to negate the Dexterity damage and break free from the grappling hold. This ability is only effective against creatures within one size category of you.

Call Lightning: You must possess the Aspect of Air (storm giant) feat and be at least 5th level to gain this ability. Once per day you can use call lightning as a spelllike ability. Your spellcasting ability is equal to a druid of your jotun paragon class level, (Spell save DC = 8 + your proficiency bonus + your Wisdom modifier and Spell attack modifier = your proficiency bonus + your Wisdom modifier).

Chain Lightning: You must possess the Aspect of Air (storm giant) feat and be at least 11th level to gain this ability. Once per day you can use chain lightning as a spelllike ability. Your spellcasting ability is equal to a Sorcerer of your jotun paragon class level, (Spell save DC = 8 + your proficiency bonus + your Charisma modifier and Spell attack modifier = your proficiency bonus + your Charisma modifier).

Control Weather: You must possess the Aspect of Air (storm giant) feat and be at least 15th level to gain this ability. 2/Day you can use control weather as a spell-like ability. Your spellcasting ability is equal to a druid of your jotun paragon class level, (spell save DC = 8 + your proficiency bonus + your Wisdom modifier and Spell attack modifier = your proficiency bonus + your Wisdom modifier).

Crush: You can only use this ability if you are size Huge or greater, when charging or jumping you can fall or land on foes as a standard action or as part of the charge, using your whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than you. A crush attack affects as many creatures as fit in your space. Creatures in the affected area must succeed on a Dexterity save (DC equal to 8 + your proficiency bonus + your Constitution modifier) or be restrained, automatically taking bludgeoning damage during the next round unless you move off them. If you choose to maintain the hold, you must succeed at a Grapple Attack check as normal. Restrained foes take damage from the crush each round if they don’t escape. A crush attack deals double your slam damage plus 1-1/2 times your Strength bonus.

Darkvision: You must possess the Aspect of Earth (ogre) or the Aspect of Water (troll) feat to gain this ability. You now possess darkvision 60 ft.

Elemental Arc: As a standard action, you can unleash an arc of energy targeting any foe within 30 feet as a ranged spell attack. This arc of energy deals 1d6 points of energy damage + 1 point for every two jotun paragon levels you possess. This energy is the same type as you chose for your elemental power. You can use this ability a number of times per day equal to 3 + your Constitution modifier.

Elemental Aura: You can use this ability as a free action for a number of rounds equal to your jotun paragon class level. This energy is the same type as you chose for your elemental power. You generate an energy aura in a 5-foot radius that deals energy damage to any nonally within range the amount depending on your jotun paragon class level. You can use this ability a number of times per day equal to 3 + your Constitution modifier.

Class Level Energy Damage
1st 1d4
9th 1d6
15th 1d8

Special: if you take this ability a second time you add an additional die of damage.

Elemental Bellow: You must be at least 9th level to take this ability. You can lose a powerful bellow as a standard action that goes forth from the caster in a 30-foot cone. All within the cone must make a Constitution save (spell save DC = 8 + proficiency bonus + Charisma modifier) or be stunned for 1 round and take 4d8 psychic damage; if you are at least 15th level the stun lasts for 1d4 rounds and the psychic damage is 8d8. A successful save negates the stun and halves the damage. You can use this ability a number of times per day equal to 3 + your Constitution modifier. This is a Charisma-based ability (spell save DC = 8 + proficiency bonus + Charisma modifier).

Elemental Blast: Three times per day you create a burst of energy as a bonus action that fills a 30-foot spread centered on your weapon. This energy is the same type as you chose for your elemental power. This burst of energy deals damage dictated by your jotun paragon level, as indicated below. Anyone in this area must make Dexterity saves (DC = 8 + your proficiency bonus + your Constitution modifier) for half damage. You focus your elemental power into your weapon, drawing upon energy that you can barely control. With a single, jarring impact, you unleash a burst of energy that consumes your foes.

Class Level Damage
1st 1d6
3rd 2d6
5th 3d6
7th 4d6
9th 5d6
11th 6d6
13th 7d6
15th 8d6
17th 9d6
19th 10d6

Elemental Blow: You can imbue your melee or ranged attacks with a special effect based on the elemental power you have chosen. A creature damaged by such an attack must succeed on a Constitution save (DC = 10 + half your jotun paragon class levels + your Strength modifier) or be subject to the special effect for 1 round. You can use this ability a number of times per day equal to 3 + your Constitution modifier.

Element Condition
Air Poisoned
Earth Prone
Fire Stunned
Water Restrained

Elemental Burst: Upon a successful critical hit your attacks explode with energy. The energy does not harm the wielder. You deal an extra 1d10 points of energy damage on a successful critical hit, in addition to the regular critical damage. This energy is the same type as you chose for your elemental power.

Elemental Empathy: You may attempt to change the attitude of other creatures that possess damage immunity of your chosen elemental type (if you have chosen Water, you can also affect creatures who are immune or resistant to cold), due to your readily apparent role as an archetype of the powers of your chosen element, along with intuitive knowledge in the particular modes of communication of every creature of your chosen element. This works exactly like a Charisma (Persuasion) check made to improve the attitude of a nonplayer Character, except you use your Proficiency bonus plus your Constitution modifier (rather than Charisma modifier) to determine the elemental empathy check result. Elemental empathy works on animals and intelligent creatures alike, so long as they possess the appropriate resistances or immunities.

Elemental Laugh: As an action, you can unleash a bellowing laugh that strikes fear into the hearts of any non-ally within 5 feet per class level that hears it. Affected creatures that make a successful Wisdom save (DC = 8 + proficiency bonus + your Constitution modifier) are stunned for 1 round and are immune to the elemental laugh for 24 hours. On a failed save, that creature is frightened for as long as it remains within 5 feet per class level of you for 2d4 rounds. You can use this ability a number of times per day equal to 3 + your Constitution modifier.

Elemental Sheath: You can use this ability as a bonus action a number of times per day equal to 1 +1 for every jotun paragon class levels you possess. This energy is the same type as you chose for your elemental power. Your attacks deal extra damage of that type for a number of rounds equal to your jotun paragon class level, the amount depends on your jotun paragon class level. You summon elemental power to bathe your weapon—or even your bare fists—in energy, allowing you to deal extra energy damage with your strikes.

Class Level Extra Damage
1st 1d4
9th 1d6
15th 1d8

Special: if you take this ability a second time you add an additional die of damage.

Energy Resistance/Immunity: You gain resistance to the energy type you chose for your elemental power. At 10th level you gain immunity and the subtype appropriate for chosen elemental power you also gain a vulnerability to the opposing element (and energy type). Your mastery of your elemental power allows you to resist an attack form involving your specified energy type.

Ettin of the Earth: You must possess the elemental power (Earth) to gain this ability. You gain a second head. Because of this second head, you gain advantage on all Wisdom (Perception) checks. You also gain the Two-Weapon Fighting Style, per the fighter ability.

Fling: If you begin your turn with an opponent grappled in your hand (see Grab) that is two size categories smaller than you, you can attempt to throw the opponent if he fails an opposed Strength or Dexterity check versus your Strength. If it succeeds, you can hurl your opponent as a thrown weapon for which you are not proficient (you can’t add your proficiency bonus to your attack roll.) A creature that is flung off a mountain takes this amount of damage or the appropriate falling damage, whichever is greater. The jotun also can throw the flung creature as though it were a boulder. In this case, the flung creature takes normal slam damage plus your Strength modifier, and any opponent the flung creature strikes takes your normal slam damage plus your Strength modifier.

Fiery Militant: You must possess the Aspect of Fire feat to gain this ability. You gain proficiency in all marital weapons, armors and shields. You gain a 5-foot radius fire damage (1d6) aura to all who are adjacent to or move through your 5-foot radius aura. This ability is Charisma-based. The DC for this ability is 8 + Charisma modifier + your proficiency bonus, with a successful save for half damage.

Freedom of Movement: You must possess the Aspect of Air (storm giant) feat and be at least 7th level to gain this ability. You possess constant freedom of movement as a spell-like ability. Your spellcasting ability is equal to a cleric of your jotun paragon class level. (Spell save DC = 8 + your proficiency bonus + your Wisdom modifier).

Grab: If you hit with a slam attack you deal normal slam damage and attempt to grapple as a bonus action. Grab only works against opponents who are at least one size category smaller than you. You have the option to conduct the grapple normally, or simply use one hand. If you choose to do the latter, you are at disadvantage to succeed at the grapple. A successful hold does not deal any extra damage unless you also have the armtwist, backbreaker, or great hug ability. If you do not use those abilities, each successful grapple check you make during successive rounds automatically deals normal slam damage. Otherwise, it deals the damage listed for the other special abilities instead (the amount is given in those ability descriptions).

Jotun’s Bag: If you begin your turn with an opponent grappled in your hand (see Grab) that is two size categories smaller than you, or smaller, you can attempt a new grapple check. If it succeeds, you put your opponent in your magical jotun’s bag, and the opponent takes slam damage. A bagged creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 your total hit points), or it can just try to escape the bag, escape DC = 8 + your proficiency bonus + your Strength modifier. The Armor Class of the interior of the bag is normally 10 + 1/2 your natural armor bonus, with no modifiers for size or Dexterity. If a bagged creature cuts its way out, the bag is damaged and you cannot use the jotun’s bag until it is repaired. If the bagged creature escapes the bag, success causes it to fall, where it may be grabbed and bagged again.

Great Hug: You must have established a grappling hold to use this ability. You wrap your burly arms around your victim’s torso, literally squeezing the life out of your foe. Using this ability restrains your opponent and does double your normal slam damage plus one and a half your Strength modifier with a successful opposed Strength check versus the opponent’s Strength or Dexterity as an attack action. This ability is only effective against creatures within one size category of you.

Impale Your Opponent: You use the tactic of grabbing your enemy with one hand, then your great size to pull your opponent onto your blade, often impaling it deeply into your foe’s body. You can impale using any light piercing weapon. Oncer per day, if you begin your turn with an opponent grappled in your hand (see Grab) that is a size category smaller than you, you can attempt a new Strength (grapple) check opposed by the target’s Strength or DEX. If it succeeds, you automatically impale your opponent for double normal damage as if you had rolled a critical hit. An impaled creature cannot move but can attempt to free himself from being impaled. He may attempt to release himself with a successful Strength (Althletics) or Dexterity (Acrobatics) check. A failed attempt inflicts piercing damage to the impaled creature as though he had been struck by the impaling weapon, but without any Strength modifier to the damage.

Levitate: You must possess the Aspect of Air (storm giant) feat and be at least 3rd level to gain this ability. Twice per day, you can use levitate as a spell-like ability. Your spellcasting ability is equal to a sorcerer of your jotun paragon class level.

Pound: You must have established a grappling hold to use this ability. If you make a successful Strength check opposed by the opponent’s Strength or Dexterity against a foe two or more size categories smaller than yourself you can smash the opponent into the ground, walls, nearby trees, or other solid object adjacent to you. The opponent must succeed on a Dexterity save (DC = 8 + your proficiency bonus + your Strength modifier) or be stunned for one round. You can use this ability a number of times per day equal to 3 + your Constitution modifier.

Regeneration: You must possess the elemental power (water), the Aspect of Water (troll) feat, and be at least 6th level to gain this ability. You regenerate damage at a rate equal to you Constitution modifier each round. If you take fire or acid damage, this ability doesn’t function at the start of your next turn. If you lose a limb or body part, the lost portion regrows in 3d6 minutes. You can reattach the severed member instantly by holding it to the stump.

Rend: You must possess the elemental power (water), the Aspect of Water (troll) feat, Regeneration, and be at least 9th level to gain this ability. Your slam attacks become claw attacks. If you hit with both claw attacks, you latch onto the opponent’s body and tear the flesh. This attack automatically deals an additional amount of damage equal to double you claw attack dice damage plus your Strength modifier.

Special: Claw attacks gain no benefit from the jotun’s grab ability as that requires a slam attack.

Run and Throw: You must possess the elemental power (earth), to gain this ability. You can throw a boulder while you move. This ability allows you to attack during a dash action, but only applies to a ranged attack with a rock.

Scent the Air: You must possess the elemental power (air) and be at least 4th level to gain this ability. You gain the scent special quality.

Shift Sleeping: You must possess the elemental power (earth) and the Ettin of the Earth ability in order to gain this ability. You sleep in shifts. Since at least one head is awake at any time, you can never be taken unaware as you sleep. You can sleep even while the other head is awake and working. You receive the benefits of a long or short rest even if your other head remains active (though you do not gain the benefits of Ettin of the Earth until both heads are fully alert.)

Spirit Summoning: You must possess elemental power (earth), the Aspect of Earth (stone giant) feat, and be at least 14th level to gain this ability. Once per day, you can perform a 10-minute ritual to summon ancestral spirits to aid a giant in battle. These invisible spirits grant the giant a +2 bonus to Armor Class, immunity to enchantment and illusion spells, and one of the following spell effects: bless, endure elements, protection from evil, protection from good, or see invisibility. These spell effects last for an entire day (regardless of their normal duration). Your spellcasting ability is equal to a cleric of your jotun paragon class level.

Stone Calling: You must possess the elemental power (earth) and be at least 9th level to gain this ability. You can cause any rock within 50 feet per class level to fly at a foe simply by calling to it. The rock must be unattended and of a size that you could normally lift and throw. Resolve the attack as though you were standing where the rock is and throwing it at the foe, adding your Strength bonus to damage as normal. You can even use this ability to hurl rocks at creatures you cannot see, including foes that have total cover from your position. However, you must guess where such foes are, and even if you guess correctly, it has a 50% miss chance. You can use this ability to confuse foes and attack enemies outside your normal rock-throwing range. You can use this ability a number of times per day equal to 3 + your Constitution modifier.

Stone Tell: You must possess the Aspect of Earth (stone giant) feat and be at least 11th level to gain this ability. Once per day you can use stone tell as a spell-like ability. This works similar to commune with nature, only specific to stones, natural or worked. This ability also allows you to speak with stones and learn from them who or what has touched them as well as what is concealed or covered by them. The stones tell complete descriptions if asked for them, but only the stone’s perspective or knowledge may be relayed. For instance, a stone might realize something unnatural has occurred nearby, but not the exact nature of the spell or other occurrence. Your spellcasting ability is equal to a druid of your jotun paragon class level.

Stone-Touch: You must possess the elemental power (earth) and be at least 5th level to gain this ability. As a spell-like ability, you may join and shape stone or mineral matter with your bare hands in a manner similar to stone shape except that fine details are possible, you can do this for a number of rounds equaling to your Constitution modifier, (minimum of 1 round). With this ability, solid walls of stone can be erected, stone tools and weapons may be repaired, and stone tools and weapons may be crafted (requires appropriate craft check).

Storytelling: Once per day, you can tell a mythical and mystical story, it takes a minimum of 10 minutes to tell such a story. It affects one person (including yourself) per jotun level you possess who is within the sound of your voice and grants all of the following benefits.

  • The persons affected recover hit points or ability score points as if they had taken a short rest.
  • For 12 hours the persons affected increase their overland movement rate by 50%. If you are 11th level or higher, for 12 hours the persons affected gain the benefits of a goodberry.

This ability is recharged only after a long rest.

Terrain Mastery: When you take this ability pick a terrain appropriate to your elemental abilities. You gain advantage on all Perception, Stealth and Athletics skill checks when operating in this terrain type. You also gain advantage on attack rolls against creatures native to the terrain type chosen. You can select this multiple times. Each time you must pick a different terrain type appropriate to your elemental abilities.

Trample: You can trample foes up to two size categories smaller than yourself. You gain a Stomp bonus attack that deals bludgeoning damage equal to your slam damage, plus your Strength modifier.

Transmute Rock and Mud: You must possess the Aspect of Earth (stone giant) feat and be at least 9th level to gain this ability. Once per day, you can use transmute rock. Your spellcasting level is your jotun paragon class level, and your spellcasting ability is Charisma.

Water Breathing: You must possess the Aspect of Air (Storm giants) or Aspect of Water (troll) feat and be at least 5th level to gain this ability. You can breathe water as well as air.

Natural Armor

Your natural armor increases to the bonus listed in the jotun paragon class table.

Slam Attacks

You possess two natural slam attacks that deal the damage listed above plus your Strength modifier, you can attack with both of these at no penalty when only attacking with natural weapons.

Ability Score Improvement

Upon taking the jotun paragon class at first level, the jotun paragon may increase Strength and/or Constitution by one each or choose one to increase by 2. At 4th level, and again at 8th, 12th, 16th, and 19th levels you can increase one ability score by 2 or two ability scores by 1. The GM may allow a player to increase ability scores beyond 20. Alternatively, the GM may allow the player to choose abilities other than Strength or Constitution to increase. To keep consistent with the feel of the jotun paragon class, at least one ability score improvement should be in either Strength or Constitution each time it increases until maximum is reached.

*Maximum Ability scores for a jotun race choosing a class other than paragon are 20 for Strength, Constitution and Wisdom, 18 for the rest. jotun paragon class ability score maximums are as follows: Elemental Power and subclass. Air (Storm Giant) = Strength 30, Constitution 20. Earth (Hill, Ettin) = Strength 21, Constitution 20.

Earth (Stone) = Strength 23, Constitution 20. Fire (Fire Giant) = Strength 25, Constitution 23. Water (Cloud) = Strength 27, Constitution 22. Water (Frost) = Strength 23, Constitution 21. Water (Troll) = Strength 20, Constitution 20.

Size Increase

You continue to grow in height and weight as you gain power. At 3rd level you become size Large, at 10th you become size Huge, at 16th you become size Gargantuan, and at 20th level, your size is double what it was at 16th level, though you do gain all the other associated penalties and benefits for the size change listed in the table below, the table lists the total bonus or penalty, they are not cumulative. Your equipment also resizes to fit your new size as long as you possess it at the time you gain the appropriate level.

Table: The Jotun Paragon Size Increase
Size Carrying Capacity Push/Lift/Drag # of Enemies Surround Space Squeeze Move Rock Size
Large 30 × STR 60 × STR 12 M M 30 feet S
Huge 60 × STR 120 × STR 16 L L 40 feet M
Gargantuan 120 × STR 240 × STR 20 H H 50 feet L

You can reduce your size down one category on your turn. When you do so, you may not move or use a bonus action. When you are smaller as a result of this, you can return to your normal size on your turn, doing so takes 1 action.

Rock Catching

You can catch rocks you could throw. Once per round, if you would normally be hit by a rock you can make a Dexterity save to catch it as a reaction. The DC to catch a rock thrown by an opponent is equal to 8 + the opponent’s proficiency bonus + opponent’s Strength or Dexterity modifier (whichever was used for the attack) for a rock of a size or smaller that you can throw. You have disadvantage if the rock you are attempting to catch is larger than one you can throw. The DC for a rock falling naturally is equal to your own Rock Throwing DC. You must be aware of the attack in order to make a rock catching attempt.

Rock Throwing

You are an accomplished rock thrower. You can hurl rocks up to two categories smaller than your size; for example, a Large jotun paragon can hurl Small rocks. A “rock” is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. The normal range you can hurl the rock is equal to 20 + your jotun paragon class level x 10 in feet. You may throw rocks for up to three times beyond that range at a disadvantage to attack. Damage from a thrown rock is generally double your slam damage plus your Strength modifier. The DC for an opponent to catch your thrown rock is equal to 8 + your proficiency bonus + your Strength modifier.

Improved Rock Catching

You have advantage when attempting to catch a thrown or falling rock.

Oversized Weapon

You can wield weapons heavier or larger than normally would be allowed without penalty and without disadvantage.

Militant

You gain proficiency with all martial weapons.

Section 15: Copyright Notice

In the Company of Giants (5e) Copyright 2016 Steven D. Russell; Author Steven D. Russell.