Homebrew Ettinling Species Details

(This species is designed to be played by two players sharing a single body, each controlling one of two heads: the Will and the Way. Not for the faint of heart!)

Owing their lineage to an ancient sect of orcs dedicating their wild magics to Demogorgon, the ettin lives a life of constant companionship. As the longstanding bridge between true giants and giant-kin, the two-headed behemoth wanders the wilderness, eschewing civilization and other species for the most part- typically avoiding even other ettin. After all, who really needs friends when you are never alone?

Some ettin, however, inevitably manage to find their way near towns, or are hunted down and brought from the wilds to be shackled into servitude. Over the generations, these captive ettin may undergo significant changes in their physique and mind, steadily losing some of their wild and savage qualities. This new generation of ettin are often referred to as 'ettinlings', either enthralled or employed as guards, laborers, and gladiators in locales ranging from sprawling capitals to tiny hamlets.

In a display of their chaotic magical heritage, ettinlings are born two heads atop a single hulking frame. Their contorted body is mirrored in their twisted twin mind, as each head houses an individual brain with its own personality, thoughts, innate abilities, and goals. While often in constant disagreement on trivial matters, the two heads realize that they must form a partnership at a basic level, with their forced unison being recognized as the 'Will' and the 'Way'.

A Partnership of Necessity

One head prides itself with an imposing presence of being. The Will, as it is typically called, prefers to engage in social interactions for the ettinling, wanting its partner to remain quiet (which it rarely does). Menial tasks such as motor control are beneath its concern, preferring to be carted around by its partner. However, it does deign to maintain control of an arm and hand, allowing it some semblance of independence. The Will views its partner as dull-witted and foolish, and believes that its other half would never survive alone without the wits and cunning of the Will.

In stark contrast, the other head retains more of the primal strength of its giant heritage, demonstrated by its control of major motor functions. The Way, as it may be referred to, controls both legs, the torso, and the other arm. The Way takes pride in dominating contests of physical strength and is quick to act against any imposing threat. The Way sees its partner as weak and feeble, a runt that would never survive alone without its sibling close by.

Their minds, while separate, are in sync from constant interaction and exposure. As such, ettinlings tend to make excellent sentinels, as only one mind needs to be awake to scout the surroundings, waking the other as needed.

Body and Minds

Due to the ettinling's occupation of a single body but intention for two players, there are some traits that are shared and others that are separate. When playing an ettinling, the following details outline how two players (each playing one of the ettinling's heads) can play one character. Each head (the Will and the Way) are detailed as options in the Two-Headed species trait, and each ettinling must possess one of both. The two players will pick a unique class and level up as if they were separate characters, but must follow the guidelines below:

Ability Scores. Each head of the ettinling rolls unique Ability Scores.

Hit Points. The ettinling's shared total Hit Points are equal to the sum of both the Will and the Way's Hit Points.

Armor Class. Each head of the ettinling calculates its Armor Class separately. If one head is wearing armor that the other is not proficient with, the non-proficient head is treated as though it is not wearing the armor.

Combat. The ettinling is considered two targets sharing one space, and makes two separate Initiative rolls in combat. They can also choose to swap their Initiatives immediately after rolling (both heads must be willing). An attacker must specify which head it is targeting when making an attack against the ettinling. If both heads take damage from an area of effect (such as with a dynamite stick or Fireball spell), the damage is rolled only once, but each head suffers any other effects separately. If one head has the Prone, Grappled, or Restrained condition, changes size, teleports, or is moved in a direction, both heads are affected.

Death Saves. Whenever the ettinling starts its turn with 0 Hit Points, both the Will and the Way must make a Death Saving Throw. Instead of needing three successes (stable) or three failures (death), an ettinling needs to collect five of a kind.

Saving Throws. Special interactions regarding saving throws on an ettinling are detailed as following:

  • As both heads think independently, all Intelligence, Wisdom, and Charisma saving throws are made individually.
  • Since the ettinling shares one body, all Strength, Dexterity, and Constitution saving throws are made by the Way only. This also applies to ability checks made to end the Grappled condition, regardless of which head is affected. On a fail, both heads suffer the effects as one body.

Spells. Special interactions regarding spells and other magical effects on an ettinling are detailed as following:

  • If the ettinling is targeted by a spell or other effect that would unwillingly change their shape or alter their location (such as the Polymorph or Banishment spells), both heads must make a saving throw. If either succeeds, the spell has no effect.
  • If the ettinling is a willing target of a spell or other effect cast upon them, both heads may gain the benefit of the spell as though they were a single target. However, spells and effects with a duration targeting the ettinling in this manner halve the duration of their effects.
  • Casting a spell targeting a willing ettinling twice (such as the Fly spell) does not double its effects, nor alter it in any way.

Wild Shape. If one head has the Wild Shape feature, their transformation has the following rules depending on whether the other head chooses to Merge or Mount:

  • Merge. The ettinling shape-shifts into a two-headed version of the chosen beast. This new form has twice the Hit Points of the beast, but grants no special actions to the merged head. In this merged form, the head that shape-shifted will have control of their movement regardless of its original speed. All rules of the Wild Shape feature otherwise apply as written.
  • Mount. The other head treats the Wild Shape as an independent mount following the rules of Mounted Combat, but they cannot dismount or fall off. The head that shape-shifted will have control of their movement regardless of its original speed, while the mounted head's speed is reduced to 0.

Ettinling Names

Both heads of the ettinling demand to be identified independently from the other. As such, both the Will and the Way have unique names. However, when people refer to the ettinling as one, they typically combine the names into a hyphenated bastardization of both: a compromise that both heads begrudgingly accept.

  • Example Way Names: Alugvag, Clutgar, Delvog, Honsag, Jitsag, Tegir, Wugkaos, Xaldius, Zoflor
  • Example Will Names: Alawver, Aozus, Carog, Domom, Glezar, Krixsag, Lubar, Mafder, Omgant, Rotos, Zlazsar
  • Combined Names: Alug'Bar (Alugvag Lubar), Delv'Sag (Delvog Krixsag), Wug'Der (Wugkaos Mafder)

Ettinling Traits

As an Ettinling, you have these special traits.

Creature Type

You are Humanoid and Giant.

Size

You are Medium (about 8–9 feet tall).

Darkvision

You have Darkvision with a range of 60 feet.

Two-Headed

You are one of two inseparable heads sharing a single body. Two players choose between the Will or the Way (there must be one of each head). You gain the following traits based on the chosen head.

The Way
Quick to Anger You have Disadvantage on Intelligence ability checks. When you roll Initiative, you can add your Strength modifier to the roll.
Powerful Build You have Advantage on any ability check you make to end the Grappled condition. You also count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Sibling's Keeper When a creature targets the Will with an attack, you can take a Reaction to force that creature to target you instead.
Speed Your speed is 30 feet.
The Will
Shove You can push yourself up to 10 feet in a direction of your choice as a Bonus Action.
Commanding Presence You gain proficiency in the Insight and Intimidation skills. You also have Advantage on Wisdom and Charisma saving throws.
Guiding Hand You know the Guidance and Mage Hand cantrips. Also, when the Way needs to make a Wisdom or Intelligence saving throw, you can take a Reaction to grant them Advantage on the save. Once you use this feature, you cannot do so again until you complete a Short or Long Rest.
Speed Your speed is 0 feet.

Ettin Hide

Your Hit Point maximum increases by 1, and it increases by 1 again whenever you gain a level.

Wakeful

You have Advantage on Perception checks as long as neither head is Incapacitated. Also, if one of you is asleep, the other head can remain awake. Both of you gain the benefits of the rest afterward.

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