Homebrew Dark Sun Half Giant Species Details

Legend holds in ages past a sorcerer king or queen used wizardry to beget a union of giant and human to make a race of powerful slaves. Whatever the truth, the half-giant race has thrived, able to reproduce with one another, and are sought out as gladiators, soldiers, guards and mercenaries across the tablelands.

Because of their artificial origins, there is no half-giant culture, tradition, or homeland. They readily imitate customs and cultures of those they admire or associate with. They are very imitative, eager to fit into a world that is not built for their size. One observing a dwarf quarry might watch for a time then try his hand at it, moving on if he does not excel at it. Many find they excel at breaking bones and imitate those who are also skilled at this practice.

BIG AND STRONG

Half-giants are enormous individuals, generally 10 to 12 feet high and weighing in upwards of 1600 pounds. Though they have human features, these tend to be exaggerated in some ways. Skin tones range from light brown to deep tan, like sand. They vary in hair color and tend to wear whatever hair style or fashion they currently are emulating. Absent that, their giant heritage makes for thick hair amenable to braids. There is no economy for half-giant stature, so their clothing would likely consist of several human-sized articles of clothing stitched together. A tavern would charge extra for filling enough plates for a half-giant sized appetite, and any armor would have to be specially crafted. Most nobles, templars, and merchant houses feel the investment is worth the return when they have 1500 pounds of enforcement at their command.

IMPRESSIONABLE

The most powerful warriors on Athas, half‐giants seem content to dwell in humanity’s shadow and drift towards charismatic leaders of all races. For example, if a half-giant village is near elven raiders, they are likely to emulate the guerilla tactics of the elves. However, this innate need to fit in is more than a whim. It is inherent to the half-giant's creation. A half-giant farmer's village might be raided, and he may soon adopt the morals of the invaders because they seem to know what they're doing, and the half-giant finds he's pretty good at smashing heads too.

ALIGNMENT ON A WHIM

One axis of your alignment will be fixed and the other subject to change, even daily, based on influential events or persons around you that you find a reason to emulate or admire. You will try out their morals or philosophies and perhaps stick with it for a time if you're good at it. This does not mean half-giants are unreliable - the influence must be strong for them to change, and they have a core philosophy that is fairly unchanging. A half-giant soldier might see a dwarven cleric of the sun and be impressed by her unflappable devotions. He may try shaving himself and praying to the sun until he finds he cannot stare at the sun without hurting his eyes and cannot make fire appear.

This can make role-playing a half-giant a challenge.

HALF-GIANT TRAITS

Half-giants inherit a solid balance of their bestial and human parents.

Ability Score Increase. You have 4 points to split between your Strength and Constitution scores. Your Strength score may reach a maximum of 22 instead of 20. Your Intelligence and Wisdom scores are decreased by 2 each.

Age. Half-giants mature around 24 years of age and can live up to 220 years.

Alignment. Your alignment may fluctuate as described in Alignment on a Whim. You begin with one fixed alignment axis (good-neutral-evil or lawful-neutral-chaotic) that will never change. The other axis may change depending on who you are emulating. Subject to DM approval, when imitating a charismatic leader, select an appropriate Ideal or Flaw and replace your current one. If the new Ideal is tied to a non-fixed axis of your alignment, change that aspect of your alignment.

Size. A typical half-giant stands 10 to 12 feet tall and weighs 1,600 pounds. You occupy a 10-foot by 10-foot space and have a 5 foot reach. Your size is Large.

Speed. Your base walking speed is 35 feet.

Giant Body. You cannot wear ordinary gear sized for smaller creatures such as boots, gloves, and backpacks. All clothing, armor, meals, and lodging cost double for you.

Large Hands. You may wield versatile and two-handed melee weapons with one hand.

Colossal Endurance. Your immense body mass allows you to occasionally shrug off injury. When you take damage, you can use your reaction to reduce that damage by your Constitution score. After using this trait, you cannot use it again until you finish a short or long rest.

Giant’s Toughness. Your hit point maximum increases by 2 and it increases by 2 every time you gain a level.

Languages. You can speak Common. Your voice is always low, making it difficult for most to hear and understand more than a rumble.

Dark Sun Half Giant Traits

Ability Score Increase. Your Strength score increases by 4 and your Constitution score increases by 2. Your Strength score maximum is 22. Ability Score Decrease. Your Intelligence, Wisdom, and Charisma scores are all decreased by 1.

Charm Susceptibility.

Charm Susceptibility. Whoever created the half-giantsbred them to be easily controlled by magic. You suffer disadvantage on saving throws against being charmed.

Intimidating. You have proficiency in the Intimidation skill.

Intimidating. You have proficiency in the Intimidation skill.

Powerful Build.

Powerful Build. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

Giant Weaponry.

Giant Weaponry. You can wield much larger and deadlier weapons than the smaller races. Such weapons cost twice as much as normal but deal +2 damage per attack

Size

Size. Half-giants are hulking creatures that stand between10 and 12 feet tall and weigh about 1,600 pounds. Your size is Large. As a large creature you take up a 10' x 10' space andyour carrying capacity is double that of a Medium size creature. You also require four times the normal amount of food and water to sustain yourself. All personal items, such as clothing, armor, and food, cost double for half-giant characters. Transportation and lodging, when they’re available at all, are also considerably more expensive. Most things aren’t built to support the weight of a half-giant, and even in the cities half-giants tend to camp outside for their own comfort and to avoid causing any damage.

Ability Score Increases

Your Strength score increases by4 and your Constitution score increases by 2. Your Strength score maximum is 22.

Hardy

double HP at 1st level

Languages Known

common

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