Homebrew Half-Giant Species Details
“I once watched a half-giant use a tree as a walking stick. A whole tree. Roots and all!" - Odan the Trail-Teller
Origin
Half-giants are born when the mighty blood of giants merges with that of humanoid races. There is no “typical” form or lineage among them: every union produces a unique being shaped as much by the colossal strength of their giant parent as by the physical or magical traits of their humanoid heritage.
Age
Half-giants reach physical maturity around the age of 20. Their maximum lifespan is determined by blending the longevity of their giant ancestry with that of their humanoid parent. To calculate the maximum age of a half-giant, take the maximum age of the giant ancestry and the maximum age of the humanoid ancestry, add them together, and divide by two.
Formula
Half-Giant Maximum Age = (Giant Max Age + Humanoid Max Age) / 2
Giant Ancestry Maximum Ages
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Hill Giant: 200 years
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Fire Giant: 300 years
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Stone Giant: 350 years
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Frost Giant: 450 years
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Cloud Giant: 500 years
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Storm Giant: 650 years
Physical Characteristics
Half-giants are exceptionally tall humanoids whose stature approaches that of true giants, though their bodies are lighter and more agile by comparison.
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Height: typically 10 to 14 feet tall (3 to 4.3 meters)
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Weight: usually 600 to 1,000 pounds (270 to 450 kg)
Despite their towering height, half-giants tend to weigh far less than full giants of similar size. Their bodies retain the dense muscle and durability of their giant ancestry, but with a lighter, more flexible frame inherited from their humanoid parent. This combination results in beings who are incredibly imposing yet still capable of surprising speed and dexterity for their size.
Heritage and Genetics
Although half-giants are born from the union of a giant and a humanoid, the giant heritage almost always dominates the child’s physiology. Giant blood is ancient, potent, and overwhelming, shaping the offspring far more strongly than the traits of the other parent. For this reason, half-giants rarely display the full abilities of the non-giant race involved in their birth.
In most cases, half-giants originate from unions between giants and humans, as the two species share compatible humanoid forms. Such pairings are by far the most frequent and produce the “typical” half-giant seen throughout history: towering, broad-shouldered beings who resemble their giant ancestors in both strength and stature.
However, rare exceptions occur. Giants have been known to form bonds with other humanoid species—arakocra, dwarves, halflings, tieflings, or dragonborn, to name a few. Even in these unusual cases, the giant heritage inevitably asserts itself, shaping the child’s body into a massive form reminiscent of their towering forebear. The traits of the non-giant parent manifest only subtly, almost always aesthetically:
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feathers or avian patterns from arakocra
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scales or reptilian hues from dragonborn
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horns or tails from tieflings
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shorter proportions from dwarves or halflings
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unusual eye colors or markings from elves
These details rarely affect the half-giant’s physiology or abilities, serving instead as visual reminders of their diverse origins.
In all respects that matter—size, strength, durability, and temperament—the giant bloodline remains the defining force.
Personality and Alignment
Half-giants often inherit the imposing demeanor and solitary tendencies of their giant ancestors. Their immense size and overwhelming presence make it difficult for them to integrate fully into humanoid settlements, where buildings, tools, and daily routines are not made with creatures of their stature in mind.
Socially, they can seem blunt, distant, or slow to trust—not out of hostility, but from a lifetime spent navigating a world too small for them. Many half-giants develop a quiet, observant nature, speaking little and acting only when necessary. Others, overwhelmed by their own strength and emotions, struggle with bursts of temper or restlessness inherited from their titanic lineage.
Despite these challenges, half-giants are fiercely loyal to the few individuals or communities they allow into their lives. Once they decide that someone is worth protecting, their devotion becomes unshakeable, mirroring the steadfast endurance of the giants from whom they descend.
Alignment varies widely. Half-giants reflect the influences of those around them—some becoming gentle protectors, others embodying the raw impulses of their giant heritage—but most are guided by a deep sense of loyalty to the individuals they consider family.
Names
Half-giants often combine elements from their humanoid and giant ancestry, resulting in names that mix harsh, booming consonants with softer syllables. Those raised among giant communities frequently adopt names reminiscent of their towering kin, while those raised among humanoids may adapt or shorten their names to make them easier for others to speak.
Regardless of their origin, half-giants embody a simple and powerful truth:
every creature is more than the sum of its blood.
Half-Giant Traits
Traits shared by all Half-Giants, including great size, toughness, and powerful physiqueMain privilege grated
Ability Score Adjustments
Your Strength score increases by 2, your Constitution score increases by 1, and your Dexterity and Intelligence scores are each reduced by 1.
Size
Half-giants stand between 10 and 14 feet tall and possess massive builds. Your size is Large.
Speed
Your base walking speed is 35 feet.
Languages
You can speak Common and Giant.
Giant’s Toughness
Your hit point maximum increases by 2 per level (including +2 at 1st level).
Large Hands
Your massive hands are built for weapons and tools crafted for your size. You can wield Heavy and two-handed melee weapons with one hand. You can engage in two-weapon fighting using a Light or versatile weapon sized for Large creatures in your off-hand. Large-sized Light/Versatile weapons use the same statistics as their standard counterparts. When you attempt to use any weapon or tool sized for Medium or smaller creatures, you make the associated attack or ability check with disadvantage. Additionally, each time you use such an item, roll a d20. On a result of 10 or lower, the item breaks and becomes unusable.
Giant Body
Half-giants find most equipment crafted for Medium creatures awkward and undersized.
You cannot wear armor sized for Small or Medium creatures. Armor, clothing, and lodging crafted for your size cost twice as much as normal. You require three times the food and water of a Medium creature each day. Work with your DM to establish which spaces your character can fit through. As a general guideline, you can squeeze through a 5-foot opening following the standard squeezing rules.
Giant Ancestry
Cloud Giant Ancestry
+2 to Intelligence and –1 to Strength.
You gain proficiency in Perception;
Cloud step
As a Bonus Action, you can magically teleport up to 30 feet to an unoccupied space you can see.
You can use this feature once per long rest.
Future sight
Your connection to the skies grants you prophetic insight. Once per long rest, you can cast Augury without requiring spell components or a spell slot. Intelligence is your spellcasting ability for this spell. This increases to twice at 11th level
Fire Giant Ancestry
+1 to Constitution and fire resistance.
You are naturally acclimated to hot environments. You have proficiency in Smith's Tools. When making ability checks using Smith's Tools, you have advantage.
Fire Rage
Once per long rest, when you hit a creature with a melee attack, the sheer fury of your giant blood erupts through your strike, momentarily breaking your enemy's will to fight. The target takes 1d6 fire damage and must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target has disadvantage on its next attack roll. Starting at 7th level, on a failed save the target also has disadvantage on the next saving throw it makes before the end of your next turn. You can use this feature twice per long rest at 7th level, and three times at 13th level.
Frost Giant Ancestry
+1 to Strength and cold resistance. You are naturally acclimated to cold environments and ignore difficult terrain caused by ice, snow, or extreme cold. You have proficiency in Survival. When making a Survival check, you have advantage.
Frost rage
Once per long rest, when you hit a creature with a melee attack, the impact sends a wave of paralyzing cold through the target. Until the start of your next turn, the target's movement speed is halved. You can use this feature twice per long rest at 7th level, and three times at 13th level.
Hill Giant Ancestry
+1 to Constitution and –1 to Intelligence.
You gain proficiency in Animal Handling and Nature.
Crushing Grip
You have advantage on ability checks made to grapple a creature. Once per long rest, when you successfully grapple a creature, it must make a Strength saving throw (DC 10 + your proficiency bonus) at the start of each of its turns while grappled. On a failed save, it takes 1d4 bludgeoning damage (increases to 1d6 at 11th level). On a successful save, it takes no damage. You can use this feature once per long rest. This increases to twice at 7th level, and three times at 13th level.
Stone Giant Ancestry
+1 Strength and –1 Charisma.
You have darkvision out to 60 feet. You have proficiency with Mason's Tools. Additionally, when underground or in a stone environment, you have advantage on Perception checks.
Stone throw
As a bonus action, you hurl a rock at a creature within 30 feet that u can see. The target takes 1d6 bludgeoning damage. If the target is no more than one size larger than you, it must also make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or fall prone. You can use this feature twice at 7th level, and three times at 13th level.
Storm Giant Ancestry
+1 Dexterity and lightning resistance.
You have darkvision out to 90 feet. You can also see normally underwater up to 90 feet. You are naturally acclimated to both hot and cold water environments. You have a swimming speed of 20 ft, and you can breathe underwater.
Storm Wrath
Starting at 7th level, as an action you call down lightning from the sky. Choose a point you can see within 120 feet. A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The call fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud). Choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point with a 10 feet radius. Each target in that radius must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or take 2d10 lightning damage, half on a success. The storm lasts for 1 minute or until you have called down 5 bolts, whichever comes first. This feature requires concentration and ends early if your concentration is broken. Once you use this feature you cannot do so again until you finish a long rest. The damage increases to 3d10 at 11th level, and 4d10 at 14th level.
If you are outdoors in stormy conditions when you use this feature, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.
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Posted Mar 12, 2026Hey everyone! This is the final and current version of the Half-Giant. I apologize for the multiple versions floating around, this was my first time publishing homebrew on D&DBeyond and I didn't realize published versions can't be deleted. Several iterations exist due to image changes and balance adjustments made along the way. Please ignore all previous versions and use this one. Thanks for your patience!
edit= stone giant live up to 800 years
frost giant up to 250 years
sorry<3