Half-Giant, Variant (5e Race)
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- 1 Half-Giant (5e Race)
Half-Giant (5e Race)
"Boulders assailed our walls and cast them down, leavin' gaps through which the giants strode, weapons in hand." - Captain Dwern Addlestone's partial account of the siege of sterngate
Each of the main giant races- the cloud, fire, frost, hill, stone, and storm giants- are related by common elements of history, religion, and culture .. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.
Whether it be the cloud, fire, frost, hill, stone, or storm giant the only relative detail is the size.
Cloud giants are pale and have pastel colored hair they are tall like their siblings, they typically don't wear as much armor as others as they prefer to be more agile than durable.
The bulkiest of the giants the fire giant prefers wearing heavy armor to protect their precious cocoa colored skin, they prefer two handed weapons to get the most out of a swing and will not hesitate to use brute force to get what they want.
The frost giant embrace their natural protective power and wear little armor to allow for easy destruction of the enemy. With they icy blue skin and powerful muscles they are a fierce opponent.
The hill giant is possibly the giant we have grown to know and love, the dumb creature that is huge and bashes things with a club, they do not hesitate or worry about clothes as they see them as a waste of space and make do with what is around them.
Stone giants have grey skin to allow them to blend into the mountain in which they live and typically do not leave. These giants are very territorial and will do anything to prevent invaders on their land. They do not wear armor as they have very limited material in the mountains and depend on their natural armor.
Storm giants have pale blue skin and wear the armor of a typical warrior and are possibly the smartest of the giants. Being the smartest of the giants they like the use of magic with the use of physical attacks.
Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old. Old as Legend. In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans. Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms. Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight.
Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races a nalyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives. At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres. Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to dis respect or even betray a giant of another type, merely rude.
Male: Alobsor, Numgrog, Hogsog, Zadnar
Female: Cawgir, Meczus, Clazlog, Iog
Hagrid was a Half-Giant and he was so lovable but he was also really powerful!
Ability Score Increase. Constitution raises by 2.
Age. Half-Giants reach adulthood around age 13 and live until 120, unless you act like a Giant.
Alignment. Half-Giants forget about their fathers the giants and can follow any path they set for themselves, however they do tend to lean towards more chaotic paths as not many can control the power of a giant.
Size. Half-Giants are not so various when it comes to size, they are around 8 to 9 feet in height and around 320 to 460 lbs. Their size is Medium.
Speed. The Half-Giant's legs are quite long, their walking speed is 35.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Natural Athlete. You have proficiency in the Athletics skill.
Languages. Common, Giant
Subrace. Choose one of the six subraces.
Ability Score Increase. +1 Wisdom
Cloud cantrip. You gain one of the following spells as cantrips: detect magic, fog cloud, light; Cloud cantrip's spellcasting ability is Wisdom.
Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smelling.
Ability Score Increase. +1 Strength
Lava born. You were born out of the lava giving you the ability to shrug off fire damage. You are resistant to fire damage.
Giant's Body. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.
Ability Score Increase. +1 Constitution (You can't improve your ability scores above 20, unless stated otherwise)
Cryogenic Body. Your body is extremely cold which you are able to use as an advantage in battle. When a melee slashing strike is done against you, the weapon is now grappled and the holder must succeed a Strength saving throw DC (8 + Proficiency bonus + Constitution mod) at the beginning of their turn.
Frozen Weapon. As a bonus action you can blow frost on your weapon which gives you an extra 1d8 cold damage for 1 minute, at Lvl 5 this increases to 2d8, Lvl 11 it increases the duration up to an hour. After you use this trait, you can't use it again until you finish a short or long rest.
Ability Score Increase. +2 Strength
Brute force. Your hands are extraordinarily large and can be used as a weapon as an Unarmed Strike you do 1d6 + Strength mod.
Ability Score Increase. +1 Charisma
Lightning charge. You can conjure up a bolt of lightning, you can throw this bolt as an action that goes up to 60 ft, the target must succeed a Dexterity save of (8 + Proficiency + Charisma mod) or take 2d6 lightning damage on a failed save, take half damage on a successful one. After using this trait, you may regain the benefits after taking a long or short rest.
Storm resistence. You gain resistance to thunder and lightning damage.
Ability Score Increase. +1 Dexterity
Stone Camouflage. You gain advantage on Dexterity (Stealth) checks when made in rocky terrain.
Thick skin. Your skin is so tough and thick it is almost as hard as rock. Your AC while not wearing armor is 16. When wielding a shield this effect still applies as if not wearing armor.
Random Height and Weight
|9′ 8″||+20||370 lb.||× (18.5) lb.|
*Height = base height + height modifier