Giants are an iconic part of, but steers clear of many tabletop campaigns by leaving the hulking creatures out of its narrative. It's no surprise that not every race from could make it into the game, but the fact that giants are something of a household name makes them seem like one of the more notable omissions. One skill, however, can make it possible to get a giant in the game without any modding. Getting there requires a bit of cleverness, but it ultimately isn't hard to implement in practice.
One of the best features of is the possibility to experiment with mechanics in creative ways, a process that can be helped by having a dungeon master oversee things. Although DMs are there to enforce the rules as intended, they often share that prerogative with an interest in the so-called «rule of cool» that emphasizes fudging things a bit if it makes for a more memorable or fun experience. doesn't have the «rule of cool» adaptability of a dungeon master, but it does occasionally circumvent the rules as written in its own ways.
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The trick to making a character into a giant lies in the fact that the effect stacks in the game. This goes against its implementation in fifth edition as the system is explicit about spell effects not stacking under any general circumstances. Although there are still some possible combinations in that can achieve a bit of extra size, makes things simpler by ignoring the ban on stacking and allowing multiple instances of to keep making a character bigger and bigger.
The spell is obviously required to raise a character to the size of a giant, which is a level 2 Transmutation spell that can be acquired by Sorcerers and
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