Homebrew Fire Giant Species Details

With dark skin and flaming red hair, fire giants have a fearsome reputation as soldiers and conquerors. They dwell among volcanoes, lava flows, and rocky mountains, and are known for their ability to burn, plunder, and destroy.

Master crafters and organized warriors, fire giants dwell among volcanoes, lava floes, and rocky mountains. They are ruthless militaristic brutes whose mastery of metalwork is legendary.

Fire Forged. Fire giant fortresses are built around and inside volcanoes or near magma-filled caverns. The blistering heat of their homes fuels the fire giants’ forges, and causes the iron of their fortress walls to glow a comforting orange. In lands far removed from volcanic heat, fire giants mine coal to burn. Traditional smithies occupy places of honor in their demesnes, and the giants’ stony fortresses constantly belch plumes of sooty smoke. In more remote outposts, fire giants burn wood to keep their forge fires lit, deforesting leagues of land in all directions.

Fire giants shun cold as much as their cousins the frost giants hate heat. They can adapt to cold environments with effort, though, keeping their hearth fires burning bright and wearing heavy woolen clothing and furs to stay warm.

Martial Experts. From birth, a fire giant is taught to embrace a legacy of war. At the cradle, its parents chant songs of battle. As children, fire giants play at war, hurling igneous rocks at one another across the banks of magma rivers. In later years, formal martial training becomes an integral part of life in the giants’ fortresses and underground realms of smoke and ash. The fire giants’ songs are odes of battles lost and won, while their dances are martial formations of pounding feet that resound like smiths’ hammers throughout their smoky halls.

Just as fire giants pass down their knowledge of crafting from generation to generation, their renowned fighting prowess comes not from wild fury but from endless discipline and training. Enemies make the mistake of underestimating fire giants based on their brutish manner, learning too late that these giants live for combat and can be shrewd tacticians.

Feudal Lords. Humanoids conquered in war become serfs to the fire giants. The serfs work the farms and fields on the outskirts of fire giant halls and fortresses, raising livestock and harvesting fields whose bounty is almost entirely tithed to the fire giant kings.

Fire giant crafters work through insight and experience rather than writing or arithmetic. Though most fire giants place little worth on such frivolousness, they sometimes keep slaves at court who are versed in such skills. Serfs not destined for court or the fields (especially dwarves) are taken to the fire giants’ mountainous realms to mine ore and gemstones from deep within the earth.

Fire giants low in the ordning manage the mine tunnels and the slaves that toil there, few of which survive the difficult and dangerous work for long. Though fire giants are skilled in the engineering of mine tunnels and the gathering of ore, they place less importance on the safety of their slaves than on smelting and working the bounty those slaves produce.

Skilled Artisans. Fire giants have a fearsome reputation as soldiers and conquerors, and for their ability to burn, plunder, and destroy. Yet among the giants, fire giants produce the greatest crafters and artists. They excel at smelting and smith work, as they do at the engineering of metal and stone, and the quality of their artistry shows even in their implements of destruction and their weapons of war.

Fire giants strive to build the strongest fortresses and most potent siege weapons. They experiment with alloys to create the hardest armor, then forge the swords that can pierce it. Such work requires brawn and brains in equal measure, and fire giants high in the ordning tend to be the smartest and strongest of their kind.

Ability Score Increase

Your Strength score increases by 2, and your Constitution and Intelligence score increases by 1.

Age

Fire Giants have very long lifespans comparable to elves. They enter adulthood in their late thirties and usually live more than 500 years.

Alignment

Fire giants are not savage brutes like their other giant cousins, Fire Giants are lawful, believing firmly in the benefits of a well-ordered society. it does not mean though that their society is wholly good. any lawful non-good alignment. ( LN, LE )

Size

Fire Giants are between 10 and 15 feet tall and weigh between 400 and 600 pounds. Your size is huge.

Speed

Your base walking speed is 30 feet.

Natural Athlete

You have proficiency in the Athletics skill.

Languages

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

Tool Proficiency

Due to life in your homeland, you know how to work a forge better than any dwarf. You gain proficiency with smiths tools.

Fire Giant training

At 4th level

Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.

At 8th level

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

  • You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class (see below). If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
  • You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Bait and Switch

 

When you’re within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapasitated. This movement doesn’t provoke opportunity attacks.

Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

 

Brace

 

When a creature you can see moves into the reach you have with the melee weapon you’re wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon’s damage roll.

 

Commander’s Strike

 

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

 

Commanding Presence

 

When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.

 

Disarming Attack

 

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

 

Distracting Strike

 

When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

 

Evasive Footwork

 

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

 

Feinting Attack

 

You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack’s damage roll.

 

Goading Attack

 

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

 

Grappling Strike

 

Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (See Players Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.

 

Lunging Attack

 

When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.

 

Maneuvering Attack

 

When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

 

Menacing Attack

 

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightend of you until the end of your next turn.

 

Parry

 

When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

 

Precision Attack

 

When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

 

Pushing Attack

 

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

 

Quick Toss

 

As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon’s damage roll.

 

Rally

 

On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

 

Riposte

 

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

 

Sweeping Attack

 

When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

 

Tactical Assessment

 

When you make an Intelligence (investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.

 

Trip Attack

 

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

At 12th level

You can use your armor to deflect strikes that would kill others. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.

Fire giant proficiencies

You have proficiency with all great weapons.

you have proficiency with heavy armor.

 

( Any tools, armor, weapons, etc... have to be custom made to fit your giant body. )

Fire Giant Traits

Fire giants are accustomed to living near hot lava beds and searing heat.

Life giving lava

Starting at 1st level you have immunity to fire damage

Quenched fire

Due to your life in a volcano, you can stand searing heat, but you have never before felt this... this... hmmmmmmmm, unheat? you have vulnerability to cold damage unless wearing gear that states otherwise.

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