Homebrew Ettin Species Details
An ettin is a foul, two-headed giant with the crude characteristics of an orc. It never bathes if it can help it, and its thick skin is usually encrusted with a thick layer of dirt and grime beneath the stinking hides it wears. Its long stringy hair hangs in an unkempt mess about its faces, and its breath reeks from mouths filled with crooked teeth and tusks.
The twin heads of an ettin are two individuals trapped in the same brutish body. Each head has its own mind, personality, and name, and possesses unique preferences and quirks. Bound from birth, both minds only rarely experience privacy or solitude. This familiarity breeds contempt, and an ettin bullies and argues with itself constantly, its two heads each taking constant offense at the other's slights.
When other creatures refer to an ettin, they combine its double names to form a single compound name that applies to the creature as a whole. If an ettin has one head named Hargle and another named Vargle, other creatures call the ettin Harglevargle.
This is a race meant to be played by 2 people, with each person controlling a head.
- Both players go through the same steps as normal for creating a character, when they reach ability scores, one person rolls the Strength, Dexterity and Constitution scores and both players share those scores, however, both players have their own separate Intelligence, Wisdom and Charisma scores.
- For hit points, combine the hit point totals for both players and then they share that hit point pool.
- For Armor Class, choose the higher armor class of the two players.
- If one player gains any Immunities, Resistances or Vulnerabilities, both players gain them.
- If the players have differing Strength, Dexterity or Constitution saving throw modifiers, choose the higher of the two.
- If the players have differing skill modifiers for skills involving Strength, Dexterity or Constitution, choose the higher of the two.
- Only one person rolls Strength, Dexterity or Constitution saving throws or Strength, Dexterity or Constitution checks.
- Both players roll Initiative separately, each player has 20 base movement speed on their turn and one of the players can forgo their movement speed to give the other player their movement speed.
- Both players together count as one creature.
- Each player rolls saving throws against being blinded, charmed, deafened, frightened, stunned and knocked unconscious separately, if one player fails, only they are affected, if both players fail, they are both affected.
Ettin Traits
Ability Score Improvement, Darkvision, WakefulAbility Score Increase
Your Strength score increases by 2, and your Constitution score increases by 1.
Age
Ettins reach adulthood in their early teens and can live up to 200 years.
Alignment
Ettins tend towards chaotic evil.
Size
Your size is large. Adult Ettins are about 13 feet tall and can weigh around 5,200 pounds.
Speed
Each player's base walking speed is 20 feet. Their combined walking speed is 40 feet.
Darkvision
You have darkvision 60 feet. 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.
Wakeful
While one head is asleep the other is awake.
How to Play Reminder
- Both players go through the same steps as normal for creating a character, when they reach ability scores, one person rolls the Strength, Dexterity and Constitution scores and both players share those scores, however, both players have their own separate Intelligence, Wisdom and Charisma scores.
- For hit points, combine the hit point totals for both players and then they share that hit point pool.
- For Armor Class, choose the higher armor class of the two players.
- If one player gains any Immunities, Resistances or Vulnerabilities, both players gain them.
- If the players have differing Strength, Dexterity or Constitution saving throw modifiers, choose the higher of the two.
- If the players have differing skill modifiers for skills involving Strength, Dexterity or Constitution, choose the higher of the two.
- Only one person rolls Strength, Dexterity or Constitution saving throws or Strength, Dexterity or Constitution checks.
- Both players roll Initiative separately, each player has 20 base movement speed on their turn and one of the players can forgo their movement speed to give the other player their movement speed.
- Both players together count as one creature.
- Each player rolls saving throws against being blinded, charmed, deafened, frightened, stunned and knocked unconscious separately, if one player fails, only they are affected, if both players fail, they are both affected.
Languages
You can speak, read and write Common, Giant and Orc.
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