Homebrew Ettin-kin Species Details
Cousins to Giants
Ettin-kin are distant cousins to ettins. Ettin-kin are smaller, smarter, and less viscous--depending on the situation. It’s unsure what ettin-kins origins are, some think they are the intermingling of humans and ettins, others that they are a subrace of ettins that developed differently. Despite their origin, there’s no doubt they are relatives to ettins, thanks to their two heads and large tusks.
Ettin-kin communities
Ettin kin communities sit at the edges: high valleys, hard coasts, frontier forests, places where strength matters and neighbors are a choice, not a given. Many ettin-kin learn early that being feared is easy, being welcomed is harder, and being understood is rare. Some lean into the fear. Others become careful diplomats with a body that makes every room feel smaller.
One me, Two us
For every one ettin-kin, there are two personalities. Each head of an ettin-kin has a unique personality all its own, but that personality developed alongside their sister-head or brother-head. This link means that an ettin-kin’s two selves can be extremely close, but also agitated and prone to argument. Like humans, and families, the dynamics of an ettin-kin’s heads vary from creature to creature and clan to clan.
Ettin-kin Traits
Creature Type: Humanoid
Size: Medium (7 - 8 feet tall)
Speed: 30 feet
Age: Ettin-kin mature slightly slower than humans, reaching adulthood in their mid to late 30s, and can live up to 120 years.
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 discern colors in that darkness only as shades of gray.
Two Heads
Having two heads makes it easier to spot things and more difficult to impose certain conditions on you. You have advantage on Wisdom (Perception) checks and on saving throws against being Blinded, Deafened, Charmed, and Frightened.
Powerful Build
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Second Opinion
When you fail an ability check, you can roll a d4 and add it to the check, potentially turning failure into success. Once you use this trait, you cannot use it again until you finish a short or long rest.
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