You have proficiency in the Athletics skill.
You count as one size larger when determining your carrying capacity.
You gain one Giantkin Subrace option, choosing from the following:
You have resistance to fall damage and immunity to the prone condition, provided you are not unconscious.
You inherit the light cantrip, the fog cloud spell at level 3, and the misty step spell at level 5, choosing Intelligence, Wisdom, or Charisma as the spellcasting ability for these spells.
You have advantage on Wisdom (Perception) checks that rely on smell.
You can take the Magic action to transform into a level 0 beast that lacks a flying or swimming speed for a number of minutes equal to 10 times your mastery bonus, or to transform back to your true form. While transformed, you are dazed and impaired, and you retain your alignment, personality, your Intelligence, Wisdom, and Charisma scores, your skill and saving throw training, and your race, class, and feat features. Any equipment you are carrying merges into your new form.
Once you use this feature, you can't use it again until you finish a long rest.
You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return.
You inherit the druidcraft cantrip, and the disguise self and invisibility spells at level, using your choice of Intelligence, Wisdom, or Charisma as the spellcasting ability for these spells.
You have resistance to fire damage.
When you first take the Move action on your turn, you can take the Grapple or Shove action as part of the same action. Moreover, when you succeed on a contest as part of the Grapple or Shove action, you deal 1d4 fire damage to the target.
You have resistance to cold damage.
When you take the Attack action, you deal an additional 1d4 cold damage on hit.
When you fail a Constitution saving throw, you can reroll and use the new roll.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
You have disadvantage on attack rolls against a target more than 30 feet away.
You have advantage on saving throws against being blinded and against illusions.
When you make an Intelligence (Investigation) check to discern if something within 30 feet of you is an illusion, you can take a reaction to succeed on the check.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
You gain proficiency in the Intimidation skill.
When you expend hit dice to regain hit points, each hit die roll has a bonus equal to your proficiency bonus.
You can take an action to start raging for 1 minute. While raging, once on each of your turns, when you take the Attack action with a melee weapon using Strength for the attack and hit, the attack is considered a critical hit.
Once you use this feature, you can't use it again until you finish a long rest.
You have advantage on saving throws against the diseased and poisoned conditions, and you have resistance against poison damage.
You have darkvision (60 feet).
You have advantage on saving throws against the charmed, frightened, and petrified conditions, and you have advantage on Dexterity (Stealth) checks when you take the Hide action in a mountain or underground environment.
When you take damage, you can take a reaction to regain hit points equal to 1d12 + your Constitution modifier.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
You can breathe air and water.
You have resistance to lightning and thunder damage.
You inherit the brightlance cantrip, choosing Intelligence, Wisdom, or Charisma as the spellcasting ability for this spell.
You have darkvision with a range of 120 feet.
You can use your claws for your unarmed attacks, dealing 1d6 + your Strength modifier of slashing damage on hit.
You regain hit points equal to your Constitution modifier at the start of each of your turns, provided you are wounded, you are not unconscious, and you have at least 1 hit point.
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.