Homebrew Giant Species Details

These giants of terra are one of the more distinct races, they usually stand at 15 feet tall and 25 feet long when they are crawling. An interesting aspect of them is that the bigger they are the shorter their tail becomes, so some of them have adapted to having prosthetic tails. These tails can have many things, some have them for day to day life use, some use it for combat attaching flamethrowers or a hammer head to it.

While these might look like an oversized salamander, they have a human-like intelligence causing them to have adapted their tools and weapons to their biology. They have a unique hand structure causing them to need anything they hold or grab to be curved far more than usual due to them wrapping their fingers around a handle instead of using a thumb. This has caused some weapon types to be obsolete. They have also not found a use for armor as it only slows them down since their scales do a good enough job as they can block most of what plate can, causing them to be difficult to pierce with arrows and weaker weapons

Creating Your Character

At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.

Ability Score Increases

When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.

Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Creature Type

Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race tells you what your character’s creature type is.

Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.

Life Span

The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the race’s description.

Height and Weight

Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.

Giant Traits

As a giant, you have the following traits.

Creature type

You are a Giant.

Size

You are Huge.

Speed

Your walking speed is 40 feet.

Claws

Because of your claws, you have a burrowing and climbing speed equal to your walking speed. You can also use your claws for an unarmed strike, when you hit with them, the strike deals 1d6 + your strength modifier slashing damage, instead of blunt damage normal for an unarmed strike.

Natural armor

You have tough, scaly skin. When you aren’t wearing armor as you cannot wear it, your base AC is 15 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

Languages

You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants

Psionics

They are naturally attuned to psionics and thus have resistance to them. They have an immunity to charm, and resistance to psychic damage. They can also cast message even if not a caster and speak telepathically if the target they speak to knows a language the speaker is talking in.

Comments

Posts Quoted:
Reply
Clear All Quotes