Homebrew Atavistic Giant Species Details

Balance Disclaimer: High-Power Campaigns Only
This race is specifically designed for high-power D&D campaigns. Its traits and abilities exceed standard power scaling and may disrupt game balance in traditional settings. Dungeon Master (DM) approval is strictly required before use.

This is my first homebrew race! I apologize if anything is wrong!

Description

Towering like living monoliths among the shorter folk, Atavistic Giants are the sudden awakening of a long-dormant ancestry. Unlike Goliaths, who belong to established mountain clans, these giants appear as rare "throwbacks" within any lineage—be it human, elven, dwarven, or beyond—as if the ancient blood of the Titans had finally stirred in a mortal womb.

Often called "Dwarf-Giants", they are compact enough to walk through a tavern door, yet they possess a physical density and presence that humbles the tallest knights. Their appearance is a heavy reflection of their parentage; an Atavistic Giant born of elves might have obsidian-hard skin and elongated features, while one born of dwarves might seem carved from tectonic plates. Regardless of their origin, they carry the weight of the world in their stride, moving with a deliberate, crushing grace that reminds all who see them of the age when giants ruled the primeval world.

 

Atavistic Giant Traits

Creature Type: Humanoid
Size: Medium (about 7–8 feet tall)
Speed: 35 feet

As an Atavic Giant, you have these special traits.

Titan Atavism

You are descended from Giants. Choose one of the following benefits—a supernatural boon from your ancestry; you can use the chosen benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest:

 

  • Predatory Metabolis (Human/Orc + Hill Giant)When you use your Bonus Action to Dash, your body enters a state of accelerated consumption. If you end your movement within 5 feet of a creature, you can make a Bite or Shove attack as part of the same action. If it hits, you regain Hit Points equal to your Proficiency Bonus and the target is knocked Prone, crushed by your sudden weight.

    Drawback: If you use this trait and do not hit a creature (failing to bite or knock down), the metabolic effort is so great that you suffer one level of Exhaustion, as your own muscles attempt to consume themselves to generate energy.

 

  • Daydream Step (Elf + Storm Giant): Your elven trance merges with the storm’s atmospheric mastery. When you cast a cantrip or take damage, your form becomes wreathed in lightning and partially translucent until the end of your next turn. In this state, you gain a Flying Speed equal to your walking speed and can move through spaces occupied by other creatures without penalty.

    Drawback: 
    If you end your turn in the same space as a creature or solid object, you are violently Expelled to the nearest unoccupied space. Both take force damage: the creature takes 2d10, while you take 1d10 (your giant heritage protects part of your structure). Additionally, if failing on a Constitution Saving Throw, you are Stunned until the start of your next turn.

 

  • Living Rune-Carvin (Dwarf + Fire Giant): Your skin functions as a living anvil. As a Reaction to taking physical damage, you can instantly temper your skin. You gain Resistance to the type of damage taken and your attacks against the one who hit you deal an extra 1d6 damage, as you have "carved" the enemy's weakness into your own mineral structure. This ability lasts until the end of your next turn.

    Drawback: While your rune's Resistance is active, your speed is limited on 15ft and you have Disadvantage on Dexterity saving throws. Your skin becomes so dense that you cannot bend your joints with agility.

 

  • Searing Blood-Forge (Tiefling + Cloud Giant): Cloud-scorch blood meets your tiefling heritage. When you are hit by a melee attack, your blood boils into caustic, pressurized vapor. The attacker takes acid damage equal to your Proficiency Bonus, and their weapon (if not magical) suffers a -1 penalty to damage rolls until repaired, consumed by the corrosiveness of your lineage.

    Drawback: At the end of each of your turns in which your searing blood dealt damage to an enemy, you take Acid damage equal to your Proficiency Bonus. This damage ignores any acid resistance you possess, as it corrode from the inside out.

 

  • Serendipity Tremor (Halfling + Stone Giant): You get Halfling luck and it manipulates the tectonic resonance of stone giants. Whenever you reroll a "1", a localized earthquake explodes around you in a 10-foot radius. All enemies in the area must succeed on a Strength saving throw or be Pushed 10 feet and become Stunned by the vibration.

    Drawback: The earthquake affect all creatures within a 10-foot radius, allies within the that radius are also Pushed 5 feet (no saving throw), though they take no damage or conditions. Additionally, you cannot use your Reaction until the end of your next turn due to the physical shock.

 

  • Everlasting Winter Breath (Dragonborn + Frost Giant)You get acess to draconic breath and it carries the absolute zero of frost giants. When you use your Breath, the ground in the area turns into slick ice for 1 minute. Enemies that start their turn there take cold damage and gain the Restrained condition.

    Drawback: After using your breath, you can't use your Attack Action (only bonus actions or reactions) on your next turn, while your lungs attempt to thaw and resume respiratory rhythm.

 

  • Obscure Geometry(Gnome + Shadow/Fomorian Giant): As a Bonus Action, you alter the perception of size around you. To your enemies, you appear to be 10 feet away from where you actually are. This grants you Half Cover against ranged attacks for 10 minutes and, if an enemy misses an attack against you, you can use a Reaction to run towards the enemy.

    Dimensional Vertigo: After using the Reaction to move from this trait, you must pass an Intelligence saving throw. If you fail, you fall under the effect of the Confusion spell until the end of your next turn, as your mind gets lost in the impossible geometry you created.

Impact Storage

Your internal structure acts as a spring of infinite density, absorbing the kinetic energy of incoming attacks to empower your own.
  • Absorption. Whenever you take damage from an attack, you store 1d8 of kinetic energy in an internal reserve. You can store a number of these dice equal to your Proficiency Bonus.

  • Release. When you hit a creature with a melee weapon attack or an Unarmed Strike, you can expend all stored dice to deal extra Bludgeoning damage equal to the total rolled on those dice.

  • Titanic Fortitude. While you have at least one die stored in your reserve, your structure becomes more rigid; you gain a +1 bonus to Armor Class and have Advantage on Constitution Saving Throws.

  • Duration. If 1 minute passes without you dealing or taking damage, any stored dice are lost.

The Ancestor's Mind

Acquire one of the passive skills below according to your atavism. You also count as one size larger when determining your carrying capacity.

  • Storm Mind. 
    Prerequisite: Daydream Step (Elf+ Storm Giant)
    You gain proficiency in one Intteligence-based skill of your choice: Arcana, History, Investigation, Nature, or Religion.
    You also have Advantage on Intteligence saving throws. Additionally, you can add your Intteligence modifier to your Initiative rolls
    as you calculate the unfolding of a conflict moments before the first blow is struck.

  • Cloud Mind.
    Prerequisite: Searing Blood-Forge (Tiefling + Cloud Giant)
    You gain proficiency in one Charisma-based skill of your choice: Deception, Intimidation, Performance, or Persuasion
    You also have Advantage on Charisma saving throws. Additionally, your deep understanding of value and magic allows you to cast the Identify spell once per long rest without expending a spell slot or requiring material components, representing your innate eye for riches and magical arts.

  • Fire Mind.
    Prerequisite: Living Rune-Carvin (Dwarf + Fire Giant)
    You gain proficiency in one Dexterity-based skill of your choice: Acrobatics, Sleight of Hand, or Stealth. Additionally, you gain proficiency with Smith’s Tools
    You also have Advantage on Dexterity saving throws. Additionally, when you hit a creature with a melee weapon attack, you can use your reaction to grant Advantage to the next ally who attacks that same creature before the start of your next turn, simulating a tactical command.

  • Frost Mind. 
    Prerequisite: Everlasting Winter Breath (Dragonborn + Frost Giant)
    You gain proficiency in one Strength-based skill of your choice: Athletics. If you already have proficiency in Athletics, you gain Expertise in it (adding double your proficiency bonus to checks).
    You also have Advantage on Strength saving throws. Additionally, as a bonus action, you can mark a creature you can see. You have Advantage on Wisdom (Survival) checks to track that creature and Strength (Athletics) checks to grapple or shove it for the next hour.

  • Stone Mind. 
    Prerequisite: Serendipity Tremor (Halflings + Stone Giant) 
    You gain proficiency in one Wisdom-based skill of your choice: Insight, Medicine, Perception, or Survival. Additionally, you gain proficiency with Mason’s Tools
    You also have Advantage on Wisdom saving throws. Additionally, you have Advantage on checks to discern Illusions and to see through Invisibility within 30 feet of you.

  • Hill Mind. 
    Prerequisite: Predatory Metabolism (Human/Orc + Hill Giant) 
    Since there are no standard Constitution-based skills, you gain proficiency in Survival. Additionally, you can add your Constitution modifier to any Strength (Athletics) check made to resist being Grappled  or Shoved.
    You also have Advantage on Constitution saving throws. Additionally, whenever you regain hit points from any source (magic, potions, or your Predatory Metabolism trait), you regain an additional number of hit points equal to your Proficiency Bonus.

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