Soul of the Storm Giant 5e

Published on August 1, 2023

Channel the soul of the storm giants to harry your enemies and deflect attacks!

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What Is Soul of the Storm Giant 5e?

Soul of the Storm Giant is a feat introduced in Bigby Presents: Glory of the Giants that provides a bonus action-based AoE debuff and defensive boost.

There are a cycle of 6 feats included in this book, each of which are thematic to a sub-type of giants. With Soul of the Storm Giant, players can summon the power of the storm to aid them in battle, just like the prophetic storm giants.

How Does Soul of the Storm Giant Work?

Like all of the 4th-level Bigby feats, Soul of the Storm Giant provides an Ability Score Increase (ASI) to one of three thematic choices based on the giant type this feat stems from. In this case, you can choose to increase your Strength, Constitution, or Wisdom by 1.

You also get access to a bonus action that provides a number of interesting benefits. First, you get resistance to thunder and lightning damage. Second, attack rolls against you have disadvantage. Third, creatures in the aura must make a Strength saving throw or have their speed halved till the start of their next turn. The aura only lasts one round, but you can activate it a number of times equal to your proficiency bonus (pb) per long rest.


This feat is reserved for 4th-level and above characters, and also requires that you take the Strike of the Giant (Storm Strike) feat before you gain access to this one.

Is Soul of the Storm Giant Good?

In our 5e Feats Tier List, Soul of the Storm Giant was given a B Tier rating, making it a niche feat that can improve some builds in D&D 5e.

These features essentially allow you to tank attacks for a full round and prevent enemies from leaving your 10ft aura to attack other, less defended party members. It also provides two damage resistances which are relatively common and will be very useful against specific creatures. All in all, this ability will be worth it for builds looking to tank, but won’t be of much use for other playstyles.

Which 5e Classes Make the Most of Soul of the Storm Giant?

The color code below has been implemented to help you identify, at a glance, how good the Soul of the Storm Giant 5e feat is for a specific class/subclass.

  • Red isn’t going to contribute to the effectiveness of your character build at all
  • Orange Situationally good, but a below-average option otherwise
  • Green is a good option
  • Blue is a great option, you should strongly consider this option for your character
  • Sky Blue is an amazing option. If you do not take this option your character would not be optimized

Given that this feat buffs Strength or Constitution, and wants you to be within 10 feet of enemies to be at it’s most effective, it’s best on Strength-based martial characters. There isn’t much here for casters or ranged characters, beyond a bonus action-activated Dodge action.

Artificer: Depending on your build, this can be helpful. If you're going to be within melee ranged, like an Armorer or Battle Smith, this is a great way to boost survivability. Unfortunately, you can't pump Intelligence, but you can boost Constitution.

Barbarian: More damage resistances, disadvantage on attacks against you, you can prevent enemies from running away, and a +1 to Strength or Constitution as the cherry on top. Barbarians will love jumping into a group of bad guys, then popping this ability and swinging recklessly.

Bard: Nothing here for a bard.

Cleric: This might be useful for martial-based clerics who want to help their survivability while also boosting Wisdom, and is especially fitting for Tempest clerics.

Druid: The average druid won't care much for this ability, but Circle of the Moon Wild Shapers will love the survivability and boost to Wisdom.

Fighter: Great defensive boost for Strength-based fighters that want to be in the thick of it. Being able to boost Strength or Constitution is also a nice little bonus.

Monk: A great way to boost your monk's survivability and Wisdom or Constitution modifier at the same time.

Paladin: Most paladins will want to stack into Strength, get up close, keep enemies within their attacking range, and try to avoid damage so they can keep swinging. This feat will do wonders for all of those aspects.

Ranger: Boosting Wisdom or Strength can help this feat make sense for melee-minded rangers. If you're sticking to ranged, skip this feat.

Rogue: Rogues usually struggle with survivability, but this feat isn't the answer. Focus on feats that will provide more maneuverability rather than boosting your tankiness.

Sorcerer: Nothing here for a sorcerer.

Warlock: Typical warlocks will want nothing to do with this feat. Though, it could work for Hexblades who want a bit more survivability.

Wizard: Typical wizards will want nothing to do with this feat. Though, it could work for Bladesingers who want a bit more survivability.

Mike Bernier

Mike Bernier is the lead content writer and founder of Arcane Eye. He is a Adamantine best-selling author of Strixhaven: A Syllabus of Sorcery on DMs Guild and is a contributing author at D&D Beyond. Follow Mike on Twitter.

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