Homebrew Half-Giant Species Details

Runts Among Giants, Giants Among Men

Born of the unconventional ties between a giant and one of the smaller races (most typically humans), The half-giant stands as a gigantic figure of impressive musculature and formidable strength. Strangely, half-giants remain closer to their smaller parentage, but still tower over their humanoid kin.

Most half-giants resemble taller, more muscular versions of their smaller parent, but sometimes take on a slight hue to their flesh depending on their lineage. Because of their relatively 'small' stature when compared to other giants, it is actually quite rare for a half-giant to grow up among their giant bretheren - more often than not cast out or killed, being seen as deformed runts, weaklings - and much more common for half-giants to live alongside the smaller races. Because of their natural strength and size, half-giants can often find work as guards, mercenaries and adventurers.

The Many Children of the All-Father

Half-giants carry the ancestry of their giant parent, and are split into subraces that correspond to each type of giant. Each bears the gifts that Annam bestowed upon the first giants, along with the skills, talents and strengths that that type of giant is known for.

The Call of the Ordning

Each half-giant, in some way, feels the pull of the ordning - the hierarchy that binds the giants together - whether they want to or not. It can manifest in many forms, from subtle inclinations to violent compulsions that drive a half-giant's life forward. Each subrace feels drawn to abide by the ordnings rule. Consider how your half-giant reacts to this heritage - do they embrace the ordning and the talents given to them by their birthright, or reject them in anger to strike out on their own in defiance of their bloodline?

Half-Giant Traits

Your half-giant character has the following racial traits in common with all other half-giants.

Ability Score Increase.

Your Strength score increases by 1, and your Constitution score increases by 1.

Age.

Half-giants mature at roughly the same rate as humans, but live much longer, often reaching 250 years of age.

Alignment.

Half-giants naturally have a respect for the ordning, making most of them inclined towards law, while their human heritage can make them display anything from the best to the very worst their race has to offer.

Size.

Most half-giants stand between 7 to 8 feet tall. While extraordinarily tall, your non-giant lineage keeps you from reaching the size and stature of your giant kin. Your size is Medium.

Speed.

Your base walking speed is 30 feet.

Powerful Build.

You count as a Large creature for purposes of determining your carrying capacity, and how much you can push, pull, and lift.

Stone Thrower.

Giants have a well-deserved reputation as living siege engines - all of them can hurl boulders with terrifying accuracy across great distances. As a half-giant, you are no exception from this rule. When you make a ranged attack with an improvised weapon made of stone, you are considered proficient with that improvised weapon, it has a normal range of 30 feet and a long range of 60 feet, and its damage die increases to 1d10.

Fearsome Mien

Staring down a someone of your size can make even the fiercest foes tremble and cower with fear. You have proficiency in the Intimidation Skill.

Languages.

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

Subrace.

The Giant races vary wildly, shaped heavily by both their environment, and the will of Annam. Thus so are their offspring equally diverse. Choose a subrace from the following options: Cloud, Fire, Frost, Hill, Stone or Storm.

Cloud Giant.

Ability Score Increase. Your Charisma score increases by 1.

Magic of the Sky. You know the Thaumaturgy Cantrip. At 3rd level, you can cast the spell Misty Step once per long rest. Charisma is your spellcasting ability for these spells.

Fire Giant.

Ability Score Increase. Your Strength score increases by 1.

Master of Forge and Flame. You have resistance to Fire damage, and are naturally acclimated to hot environments, as described in chapter 5 of The Dungeon Master's Guide. Additionally, you are proficient with Blacksmith's Tools.

Frost Giant.

Ability Score Increase. Your Strength score increases by 1.

Frostblood. You have resistance to Cold damage, and are naturally acclimated to cold environments, as described in chapter 5 of The Dungeon Master's Guide. Additionally, you are proficient in the Athletics skill.

Hill Giant.

Ability Score Increase. Your Constitution score increases by 1.

Hardened Hunger. You have advantage on saving throws against poisons and diseases. Additionally, you have advantage on Wisdom (Perception) checks based on smell to find or detect food within a 1 mile radius.

Stone Giant.

Ability Score Increase. Your Wisdom score increases by 1.

Child of Stone. You have Darkvision out to 60 feet, and you have advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Additionally, you are proficient with Mason's Tools.

Storm Giant.

Ability Score Increase. Your Intelligence score increases by 1.

Stormborn. You know the Shocking Grasp Cantrip. At 3rd level, you can cast the spell Thunderwave once per long rest. Intelligence is your spellcasting ability for these spells.

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