Homebrew Coats Firbolg Species Details

Physical Description. Coats Firbolgs appear humanoid in figure. Coats Firbolgs are almost universally unique in their exact forms and mannerisms. But there are typical common physical traits among them. Their skin is blue green in color and their hair was dark in color. Although they are smaller in size, don’t let it fool you they are still as strong as their brethren. Nails as tough as steel and as sharp as blades. They wear simple clothes, mostly from natural things. They care very little for their appearance, they keep their hair close cropped.

Born Of Magic
Coats Firbolgs have a talent for magic. Their cultural reverence for magic, combined with their strong and insightful minds, makes learning such magic an instinctive part of their development. Every Coats firbolg learns spells, typically illusory magic, and many go on to master magic in some form or another. Coats Firbolgs who become druids serve as stronghold leaders. With every action the coven takes, the druids weigh not only the group’s needs, but the effect each action will have on the forest and the rest of the natural world.

Society.

Coats Firbolgs struggle between there easy going family centered linage and the unreducible, independent nature. There is a split in the culture some need the comfort that comes with a family coven. Those that chose this life live in a magic community that believes that the magic of the world is the most important thing and that this is expressed the most in nature. They live in the forests and caves usually drawn to live by water. Most of them with never see farther than a few miles from their homes. They are born with their people, serve their people and die with their people. The other half have an independent streak. They normally live alone or with a select few. Still preferring to live in nature they never stay in place for long. When moving from place to place they will travel disguise or while invisible. Coats firbolgs all have a distrust for other races. But when they strike a bargain there word is unbreakable. It is rumored that the legend of the crossroads deals were born from Coats Firbolgs appearing out of nowhere to bargain with travelers and then disappear. Sometimes the hag side of the Coats will get the best of them and they may play a prank on the traveler.  

Outcasts and Nomads
As guardians of the wood, few firbolgs would dream of leaving their homes. An exiled Coats, or one whose coven has been destroyed, might not have a choice in the matter. But more often there hag side gets the best of them and they just develop a need to roam. Outcast Coats Firbolgs can never return home. They committed some unforgivable deed, usually something that put their homeland or their forest at risk, such as starting a forest fire or killing a rare or magic creature. These Coats are loners who wander the world helping nature. Orphaned Coats are those whose clans or homelands have been destroyed. They become crusaders for nature, seeking to avenge their loss and prevent the further destruction of the natural world. A few rare Coats Firbolgs are entrusted by their clan with an important mission that takes them beyond their homes. These Coats usually wish only to complete their quests and return home as quickly as possible.

Ability Score Increase. Wisdom + 2 Constitution +1

Dark vison. See in the the dark up to 60 feet.

Age. Being half Hag and half Giant they reach adulthood at around 20. But they can live for almost 500 years

Alignment. Like Ying and Yang the half that is Green Hag is constantly trying to push for its own brand of evil it thinks that what it believes is right, no matter what. While the Giant half believes is good it knows that in all things there is balance.  

Size. Smaller than normal Firbolgs because of their hag blood. They are between 5 and 7 feet tall. Between 180 and 280 pounds.

Speed. Your base walking speed in 30 feet.

Illusory Visage. You know the Disguise Self, Silent Image, and Detect Magic spells. You can cast these spells a number equal to half your proficiency bonus rounded down and regain the ability to do so again after a long rest. When you use Disguise Self spell you can transform to with 3 foot of your size.

Fey Ancestry. Being born of magic you have a proficiency in constitution saves

Invisible Passage. As an action, you can turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once per time turning invisible you can use the dash action as a bonus action to move a maximum of 10 feet.  You can’t use this again until you finish a long or short rest.

One With Nature. You have the ability to communicate with beasts and plants. They speak in as if they are speaking a shared language. This gives you no special advantage or ability to pacify them, persuade them, or otherwise convince them. Plants can communicate and follow only simple commands. Plants can’t uproot themselves and move around, but they can freely move branches, tendrils, and stalks.

Coats Firbolg Traits

Born from magic.

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