Half-Giant, Variant-A (5e Race)

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Scales.png This page is of questionable balance. Reason: This isn't horribly overdone with traits, but some spots do need work. With +4 base ASI, and 35 ft move, this also does get a sort of lot of traits. The base race alone would make up a race budget. The fire giant heritage's fiery touch attacks do not have a duration of how long the weapon is on fire for. Stone catcher also doesn't make much sense (I assume this was ripped from monk) as it is a class feature turned into a trait, but it also uses your action for some reason when you're the one being attacked?

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Half Giant[edit]

Physical Description[edit]

Half giants are very large humanoids that combine the features of their parent race, with one of the 6 varieties of giants. They stand very tall, usually twice the height of their non-giant parent. Their muscles are often much larger, and they bolster overwhelming strength.

Half hill giants are the smallest and least muscular of the half giants, just as their larger parents are. They have droopy facial features and very round stomachs. Their limbs tend to be short compared to their bodies.

Half frost giants' skin has a bluish tinge, reflecting their giant parent's. They have very long hair, especially on their face in males.

Half fire giants have dull skin and broad torsos. Their hair tends toward fiery colors like ginger and dirty blonde.

Half stone giants are very slender-built, with thin, rectangular faces. Their hair is very short, and even females usually look almost bald.

Half cloud giants stand with an imposing physique, with statuesque facial features. They have pale skin and hair.

Half storm giants are the largest and strongest of the half giants, just as their mighty parents are among the giants. They have dark-colored hair and emerald eyes. Their skin has a purplish tint that may be occasionally very bold.


Half giants are conceived in rare romances between giants and smaller humanoids. Such occurrences have lasted since the 6 giant bloodlines first walked the earth, but are usually frowned upon by giantkind. This is especially true among cloud giants, who see themselves as above smaller races (literally). Half giants are a rare race, and sparsely meet others of their lineage. They are most always raised among giants or humanoids, never both, and tend toward the ideals and customs of that group.

Attitudes and Beliefs[edit]

Half giants lead a life of hardship. They rarely find acceptance among their peers. Giants tend to pick on half giants for their appointed puniness, and humanoids tend to fear them for their strength and demeanor. Half giants usually inherit the natures of their giant parent; for example, half hill giants are lazy and gluttonous, and half storm giants love solitude. They also take up aspirations like that of their giant parent. A half fire giant might spend their days working in the forge, or a half stone giant might pursue fine arts. However, they are never as good as their larger ancestors, furthering the mockery and rejection they receive. That's not to say that half giants are unskilled in such endeavors, however; their skills simply aren't giant-level.

Half Giant Names[edit]

Half giants take names from either their humanoid parent's culture or their giant parent's.

Half Giant Traits[edit]

Design Note: This race uses the large player characters and oversized rules.

Large, burly half-breeds spawned from man and giant.
Ability Score Increase. Your Strength and Constitution score increases by 2.
Age. Half giants reach maturity at the same age as their humanoid parent and can live up to 200 years.
Alignment. Many half giants are Neutral alignment.
Size. Though they may vary in build depending on their parent, half giants usually stand 9 to 12 ft. tall and weigh anywhere from 350 to 900 lbs. You size is Large, which allows you to perform feats of the category, such as lifting heavy weapons with two hands using just one.
Speed. Your base walking speed is 35 feet.
Giant Ancestry. Your type is considered both humanoid and giant.
Thick-Skinned. You add your Constitution modifier (minimum 1) to your AC while you aren't wearing armor.
Wide View. Despite your tall stature, you notice small details that larger creatures might not. You are proficient in the Perception skill.
Giant's Endurance. Your hit point maximum increases by 1, and you gain an additional hit point each time you level up.
Stone Throwing. When you make a ranged improvised stone weapon attack, you are proficient with that weapon, and if it hits, it deals 1d6 damage.
Athletic. You have proficiency in Athletics
Languages. You can speak, read, and write Common and Giant.
Subrace. Choose from half hill, frost, fire, stone, cloud, and storm giant.

Half Hill Giant[edit]

Ability Score Increase. Your Strength increases by 1.
Walking Barrier. When moving, you can attempt to enter the personal space of a creature up to one category smaller than yours. When doing so, that creature must make a Strength saving throw or be knocked prone. The DC of the check is 8 + your Strength modifier + your proficiency bonus..
Big Eater. You cannot be poisoned or diseased in regards to food and drink.
Primitive Weaponry. You can add half your proficiency bonus, rounded down, to rolls made with improvised weapons that don't already include it.

Half Frost Giant[edit]

Ability Score Increase. Your Constitution increases by 1.
Arctic Survivor. You are acclimated to cold environments, as described on page 5 of the DMG. You only require as much food and drink as a Medium creature to sustain yourself.
Born of Ice. You are resistant to cold damage.
Pillager. You have advantage on Dexterity checks made to loot or carve a dead body.

Half Fire Giant[edit]

Ability Score Increase. Your Wisdom increases by 1.
Master Smith. You are proficient with smith's tools.
Forged in Fire. You are resistant to fire damage.
Fiery Touch. You are immune to fire damage from environmental sources (standing near lava, touching a hot piece of metal, etc.), as long as the damage isn't magical.
and once per turn, you can spend your bonus action to incinerate a metal weapon you are wielding, dealing an additional 1d6 fire damage on your weapon attacks.

Half Stone Giant[edit]

Ability Score Increase. Your Dexterity increases by 1.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Stone Catcher. You can spend your action to catch a projectile fired at you that you can see. When you do so, you reduce the damage dealt equal to 1d4 + your Half-Giant level.
Stone Camouflage. You have advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Half Cloud Giant[edit]

Ability Score Increase. Your Charisma increases by 1.
Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.
Uncheatable. You are proficient in the Insight skill.
Cloud Giant Legacy. You know the Light cantrip. Once you reach 3rd level, you can cast Misty Step once with this trait and regain the ability to do so once you complete a long rest. Once you reach 5th level, you can cast Gaseous Form once with this trait and regain the ability to do so once you complete a long rest. Charisma is your spellcasting modifier for these spells.

Half Storm Giant[edit]

Ability Score Increase. Your Charisma increases by 1.
Child of the Depths. You have a swimming speed of 30 ft. and can breathe air and water.
Lightning Strike. As an action, you can fire a bolt of lightning in a 5 by 30 ft. line from yourself. Every creature in that area must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. A creature takes 2d6 lightning damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. Once you activate this trait, you cannot use it again until you complete a long rest.
Storm Giant Legacy. You know the Light cantrip. Once you reach 3rd level, you can cast Levitate once with this trait and regain the ability to do so once you complete a long rest. Once you reach 5th level, you can cast Water Breathing once with this trait and regain the ability to do so once you complete a long rest. Charisma is your spellcasting modifier for these spells.


When determining a half giant character's backstory, you can roll to determine who raised them.

d6 Parenthood
1-2 Raised by your humanoid parent
3-4 Raised by your giant parent
5 Raised by both parents
6 Raised by someone else / abandoned
(0 votes)

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