Strike of the Giants 5E Feat Guide

There are new player options to sink your teeth into in Glory of the Giants, and the feats provided here are some of the best of the bunch. Among these feats is Strike of the Giants, which offers the kind of customization that Wizards seems to be fond of lately. Let’s dive into it with our Strike of the Giants 5E Feat Guide.

The Strike of the Giants Feat for 5E

Strike of the Giants 5E

At its core, Strike of the Giants is about absorbing the primeval magic of the giants and embuing your weapons with it. This a great feat for a martial class, as it adds some serious oomph to your weapon strikes. The prerequisite for this feat is either Martial Weapon Proficiency or the Giant Foundling Background.

When you take this feat, you must select one of six types of “strikes.” Each strike gives you some kind of bonus following a successful melee attack. These strikes include:

  • Cloud Strike. The target takes an extra 1d4 thunder damage. If the target is a creature, it must succeed on a Wisdom saving throw, or you become invisible to it until the start of your next turn or until immediately after you make an attack roll or cast a spell.
  • Fire Strike. The target takes an extra 1d10 fire damage.
  • Frost Strike. The target takes an extra 1d6 cold damage. If the target is a creature, it must succeed on a Constitution saving throw, or its speed is reduced to 0 until the start of your next turn.
  • Hill Strike. The target takes an extra 1d6 damage of the weapon’s type. If the target is a creature, it must succeed on a Strength saving throw or have the prone condition.
  • Stone Strike. The target takes an extra 1d6 force damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet from you in a straight line.
  • Storm Strike. The target takes an extra 1d6 lightning damage. If the target is a creature, it must succeed on a Constitution saving throw, or it has disadvantage on attack rolls until the start of your next turn.

See Also: Our Rune Shaper 5E Feat Guide

Secondary Feats

Wizard of the Coast has taken a new approach to feats, including initial feats as prerequisites for additional feats at higher levels. While these require the use of additional ASI to earn, they payoffs could be worth it.

Each of these additional feats corresponds with the option selected at the time you select Strike of the Giants. For example, you have the option to gain Ember of the Fire Giant if you to Fire Strike originally. If you selected Frost Strike, you qualify to pick up Fury of the Frost Giant. Each of these additional feats can be earned once you reach 4th level.

Ember of the Fire Giant

Prerequisites: 4th level, Strike of the Giants (Fire Strike Feat)

Ember of the Fire Giant gives you three important boosts:

  • ASI: You get to increase Strength, Constitution, or Wisdom by 1.
  • Born of Flame. Gain resistance to fire damage.
  • Searing Ignition. When taking the attack action, you can replace a single attack with an AOE burst of fire that damages enemies within 15 feet of you.

Fury of the Frost Giant

Prerequisites: 4th Level, Strike of the Giants (Frost Strike) Feat

This secondary feat builds off the effects of Frost Strike. When you take it, you get:

  • ASI: Increase your Strength, Constitution, or Wisdom by 1.
  • Born of Ice: You gain resistance to cold damage.
  • Frigid Retaliation. When you see a creature within 30 feet of you deal damage with a successful attack roll, you can retaliate with a blast of ice.

Guile of the Cloud Giant

Prerequisite: 4th Level, Strike of the Giants (Cloud Strike) Feat

This feat lets you manifest he magic of cloud giants. You gain:

  • ASI: Increase your Strength, Constitution, or Wisdom by 1.
  • Cloudy Escape: Any time you see a creature hit you with an attack roll, you have the power to teleport 30 feet to a location you can see.

Keenness of the Stone Giant

Prerequisite: 4th Level, Strike of the Giants (Stone Strike) Feat

This feat follows up on the Stone Strike option from Strike of the Giants. It gives you:

  • ASI: Increase your Strength, Constitution, or Wisdom by 1.
  • Cavernous Sight: You get Darkvision out to 60 feet, or extend your darkvision by 60 feet if you have it from another source.
  • Stone Throw: This gives you the ability to throw a rock and make a magical attack with it. this attack not only deals damage but can also knock the target prone.

Soul of the Storm Giant

Prerequisite: 4th Level, Strike of the Giants (Storm Strike) Feat

This storm-themed feat includes the following:

  • ASI: Increase your Strength, Constitution, or Wisdom by 1.
  • Maelstrom Aura: For one turn, you have the power to create an aura of magical wind in the 10 feet that surrounds you. This aura gives you resistance to thunder and lightning damage. It also can cut the speed of other creatures within the aura.

Vigor of the Hill Giant

Prerequisite: 4th Level, Strike of the Giants (Hill Strike) Feat

When you manifest the resilience of hill giants, you gain the following benefits:

  • ASI: Increase your Strength, Constitution, or Wisdom by 1.
  • Bulwark. When you are subjected to an effect that would move you at least 5 feet or give you the prone condition, you can use your reaction to steady yourself. You aren’t moved and don’t have the prone condition.
  • Iron Stomach. Whenever you eat food as part of a short rest and spend one or more Hit Dice to regain hit points, you regain additional hit points equal to your Constitution modifier + your proficiency bonus.

Conclusion

Strike of the Giants is a great feat, and I particularly love it when playing the barbarian 5e class. Whether you take additional aspects of this feat at higher levels is up to you, but it is fun to have the option either way. What are you thoughts? Let us know in the comment section below.

Be the first to comment

Leave a Reply

Your email address will not be published.


*