Homebrew Behemoth Species Details
The Kingdom in the Clouds of the everlasting Behemoths is unmoving and unreachable. Their war with the Cloud Giants has lasted for well over a thousand years, and yet their society thrives. Seldom, a lost adventurer will wander into the Kingdom in the Clouds, and even more rarely, they will come back alive to tell their tales.
From these tails we know of the race of isolated Behemoths, or so they are called. A mighty people of warriors and warlords who fight to keep the order of their everlasting dynasties. Their numbers are said to form the ranks of the armies of the gods, for they are obedient as much as they are strong.
At the beginning, Behemoths were incredibly powerful, they called themselves "Titans" and they sought to kill the gods and rule over the earth. Their hubris, however, led to their downfall. The Titan Traitor, Valkur, sided with the gods and condemned the atrocities of the Titans. Because of this he was promoted into the pantheon of the Gods. The rest of the so called Titans were cursed by Valkur, losing their aptitude towards magic. Later they were banished into the Realm of the Clouds, where they stay isolated to this day.
The weakened and lost Titans started revering Bahamut and Called themselves Behemoths. They soon found their own identity as a mighty and warring people who would defend their new found Kingdom for eternity. Incursions from the Cloud Giants were not uncommon, and so their Kingdom in the Clouds became like an rare isolated fortress in the Realm of the Clouds.
Might and size
Average humanoids often cower at the sight of giants, as their size poses a terrifying threat to their livelihood. Behemoths are Huge characters and their place in the world is shaped by that fact. Does your character live among the ranks of the Kingdom in the Clouds, defending it from Cloud Giant incursions? Have they found their way to the main land and been exposed to civilization? If that's the case, are they revered as a god? or feared as a destructive force of nature? Are differently-sized characters actually common and in harmony in your setting? How does that affect your Behemoth's personal story?
Mechanically, Huge characters pose an entirely different set of questions. Huge weapons deal three times the damage dice as Medium-sized ones. a Longsword might look like a dagger in your hands. A dagger, like a toothpick. Most gear in the game is suited for Medium or Small characters, so finding gear that suits you will be extremely hard (or extremely expensive). A rule of thumb for calculating prices and weights for Huge gear is the following. Huge price = 3x Medium price. Huge weight = 6x Medium weight.
Huge characters present tactical issues as well. Their base occupies 15x15ft, if played on a square grid, that's 3x3 squares. You won't fit in most corridors, and you will be able to block most entrances. Additionally, spell area of effects that are worded "within __ft of you" occupy an even larger surface area, cause it starts counting at the edges of the character's base.
Because of these complications, I encourage that you are very clear with your DM about these limitations and overpowered aspects if you wish to use this as a playable race.
Behemoth Traits
Behemoths share a number of traits in common with each other.Ability Score Modifier
Your Constitution score increases by 4, your Strength score increases by 2, and your Dexterity score is reduced by 3.
Age
Behemoths have lifespans greater than humans. They enter adulthood in their 30's and live for about five centuries.
Alignment
Behemoth society has very clear-cut hierarchies and deeply rooted societal rules. Their aged population fights to maintain the status quo, and so Behemoths often tend towards lawful alignments.
Size
Behemoths are between 14 and 16 feet tall and weigh between 1500 and 2000 pounds. Your size is Huge.
Speed
Your base walking speed is 40 feet.
Massive Blows
Your fists and weapons are heavier than regular humanoids'. Your fists are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal bludgeoning damage equal to 3 + your Strength modifier, instead of the normal damage for an unarmed strike. You can use Huge weapons, which deal 3 times the damage dice Medium ones do.
The sheer weight makes your blows more devastating, but slower. Your total amount of weapon attacks per turn is halved (rounded up, to a minimum of one). This is including Actions and Bonus actions. Reaction attacks are unaffected.
Fortitude of Giants
Your might is greater than smaller races. Your Strength and Constitution scores can go up to 22.
Your creature type is Giant instead of Humanoid.
Magic Ineptitude
The curse laid upon Behemoths in olden times inhibits them from carrying out magic endeavours. A few notable Behemoths have tried to learn magic in the past with slim success, and their attempts were heavily frowned upon by Behemoth society.
You don't add your proficiency bonus to neither your Spell Attack Bonus or Spell Save DC until your Spell Caster Class reaches level 10.
Born of the Clouds
You have resistance to cold damage. You’re also acclimated to high altitude, including elevations above 30,000 feet.
Languages
You can speak, read, and write only Giant.
Comments
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Posted Apr 6, 2022This looks good, but I noticed something. You seem to triple most physical aspects, so I feel like that should carry over to the stats. You know, instead of +2 to one stat, and +1 to another, it would be +6 to one stat and +3 to another. Or, in this case, since it resembles the +1 to three stats option, it should just be +3 to three different stats (Str, Con, Dex). As for Massive Blows, it'd be a good idea to remove the second section about restricting actions. And Fortitude of the Giants should probably raise the maximum up to at least 24. To balance the last two suggestions, maybe include Magic Ineptitude to raise the Critical Fail range from 1 to 2. Maybe even 3 until you reach level 10, where it reduces to 2. I don't mean to be criticizing, but I think this has great potential. It's already pretty interesting . . .
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Posted May 1, 2022Thanks for the feedback! I do appreciate it when people take the time and think of how to make my work better.
My reasoning behind most of this is trying to make a Huge playable race that could possibly play along with a group of other normal PCs. Balanced enough with other races to not absolutely overshadow them (lol), but keeping a few cool things about the fantasy of being Huge.
For example: I would like it if the total stat boost could be interesting but also in balance with the rest of the races in the rules, so I gave them a ton of strength and con (makes sense for a giant), but cut down on the dexterity. For me it's a trade-off that makes sense; the generally conceived fantasy of giants often has them being slow and heavy. In turn, as you said, it's a total of +3 which is what everyone else gets. I'm okay with that. [note: I also imagined the trope of dumb giants and considered putting the negative to intelligence, but having a race that reduces your intelligence feels quite wrong]
In terms of Massive Blows, this is intentional. The only way to limit having someone who can deal 3d10s with their sword is to limit the amount of blows they can swing for. The only option a human fighter could possibly have to equate the damage gap would be to do as many blows as is lawfully allowed in their turn, and be able to spread that damage around (This still wouldn't work at low levels, given that everyone has just one attack: therefore I wouldn't allow this race at low levels).
I like that you mentioned the 24 Con and Strength and upping the critical failure on spells, good suggestions!
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Posted May 2, 2022No problem! It feels nice to know that I helped! Also, I feel stupid about suggesting to remove Massive blows now. I would totally add this race if I had a subscription. Keep it up, dude!