Homebrew Ettinling Species Details

A Partnership of Necessity

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, 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.

Body and Minds

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 the majority of 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 the Way being around to back up the Will's sharp tongue. Their minds, while separate, are in sync from constant interaction and exposure. As such, ettinlings tend to make excellent guards, sentinels, and watchmen, as only one mind needs to be awake to scout the surroundings, waking the other as needed.

 

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, they typically combine the names into a hyphenated bastardization of both: a compromise that both heads begrudgingly accept

Way Names: Alugvag, Clutgar, Delvog, Honsag, Jitsag, Tegir, Wugkaos, Xaldius, Zoflor

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), Teg-Mom (Tegir Domon)

Ettinling Traits

Ability Score Increase, Age, Alignment, Size, Shared Characteristics, Darkvision, Double-Speak, Two-Headed, Wakeful, Languages, Subrace.

Ability Score increase

Your Constitution score increases by 2.

Age

Ettinlings reach maturity at age 10 and can live up to 70 years old.

Alignment

Due to the bifurcated mind and miasma of chaotic magic that
spawned their ancestors, both heads tend towards chaotic
alignments

Size

Ettinlings are up to 8 feet tall and weigh around 350 pounds. Your size is Medium.

Shared Characteristics

Attribute Scores Each head of the ettinling has unique attribute scores

Hitpoints The ettinling's total hit points are the sum of both its Will and Way heads, which are shared between both.

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

Combat The ettinling is considered two separate targets in combat (Will and Way). An attacker must specify which head it is targeting when making a melee, ranged, or spell attack against the ettinling.

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

Spells and Saving Throws If a spell or spell-like effect targets the ettinling, both heads may be required to make a saving throw if one is required. As both heads think independently, all Intelligence, Wisdom, and Charisma saving throws are made individually. In contrast, as the ettinling shares one body, all Strength, Dexterity, and Constitution saving throws are made by the Way only. However, on a failed saving throw, both heads suffer the spell's effect(s) as if each failed the save. If the ettinling is subjected to a spell that would change its shape or alter its location, both heads must make a saving throw. If either succeeds on the save, the spell has no effect on the ettinling. If the ettinling is a willing target of a spell or spell-like effect cast upon it, both heads may gain the benefit of the spell as though they were a single target. However, casting a spell on the ettinling in this manner halves the duration or the magnitude of the effect. Casting a spell targeting the ettinling twice (treating each head as an independent target) does not alter the spell.

Wild Shape If one head has the wild shape feature, their transformation has the following rules: Your partner chooses whether they merge into your new form, or mount it

Merge. If they choose to merge into your new form, the resulting form is a two-headed version of the chosen beast. This new form has twice the hitpoints of the chosen beast, but grants no special actions to the merged partner. In this merged form, you have control of your movement regardless of your speed in your original form. All rules of the wild shape feature otherwise apply as written.

Mount. If they choose to mount your new form, your beast shape is treated as a mount by your partner. You choose whether you are controlled by your partner, or act independently, as per the rules for mounted combat. If you are controlled, you may use any actions, bonus actions, or reactions granted by the new form during your partner's turn. If you act independently, you are granted the difference between your partner's base speed and that of the new form or half of the speed of the new form, whichever is greater. Your partner's speed is reduced appropriately so that the combined speed between you is equal to the speed of the chosen beast.

 

 

Darkvision

Accustomed to life in overgrown forests and damp caves, you have superior vision in dark and dim conditions. 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 can’t discern color in darkness, only shades of gray

Double Speak

If either head is required to make a Deception, Intimidation, or Persuasion check, both players must roll a d20 and add their Charisma modifier. If the head calling for the skill check scores better, they make the check normally. If the head not required to make the check scores higher, the head making the check does so with disadvantage. Ties go to the head initiating the check.

Two-headed

If neither you or your partner are incapacitated, you have advantage on Wisdom (Perception) checks.

Wakeful

When one of the ettinling's heads is asleep, its other head can be awake.

Languages

You can speak, read, and write Common and Giant.

Subrace

An ettinling has two heads: a Will and a Way, with each head being played by a unique player as denoted below.

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