Homebrew Brute Troll Species Details
Of all the creatures to stalk the lands of Faerûn, few are a more persistent menace than the Trolls. Combining a long reach with brute strength and unnatural resilience they are extraordinarily difficult to kill. They are monsters in the truest sense, and a plague upon any land that they come to inhabit.
They are no simple beasts however – many a brave adventurer believing they could simply outwit a troll has ended their days lining the creature's stomach. For the greatest threat of all is not the claws or the tough hide, but a low cunning that is the downfall of the unwary and overconfident.
— Volo's Guide to Monsters
Trolls are a ravenous, predatory species with few natural enemies or weaknesses, easily able to prey upon whatever creatures they can find. With little incentive to adapt or change, beyond adjusting to their native climate, most trolls are still largely driven by their base desires, and very successful at fulfilling them.
Long Limbed, Long Lived
Though many varieties of troll exist, altered by their environments, all trolls share certain physical similarities. They are extremely tall and long-limbed humanoids, with elongated arms ending in wicked claws that cut and rend as effectively as any bladed weapon. Their hide is thick and rubbery, and tends towards matching their environment over time, providing a natural camouflage that is the bane of all who wander into a troll's territory.
A troll's hide is tough, but it is their regenerative ability that makes them such dangerous opponents – serious wounds can fully heal within minutes, while a missing limb can be replaced in a matter of hours. With the ability to regenerate a troll's lifespan is uncertain, and many scholars believe a troll could potentially live forever, however continuous regrowth isn't without consequence – the older or more frequently wounded a troll is, the more likely they are to suffer from increasingly debilitating mutations.
Supplementing their claws and resilience, trolls have wickedly sharp fangs perfect for ripping and tearing, and huge, bulbous noses granting them a keen sense of smell, enabling them to easily track prey. Though their eyesight and hearing are not especially good, the ability to see in low light is ideally suited to living in caves, dark forests, overgrown swamps and other secluded places where they can safely wait for prey to come to them.
Predatory Lifestyle
Though they do not have a society to speak of, Trolls do congregate in groups – with females often being larger and stronger than males, it is not uncommon for a dozen or so trolls to serve an older matriarch. Groups of trolls tend to roam in a loose pack until they find an area rich in prey, before seeking out caves or dense forest to serve as a lair – they will then hunt within the surrounding area until they've eaten or driven away all available food, before moving on, leaving a trail of destruction in their wake.
Surprisingly intelligent despite the bestial manner in which they normally behave, Trolls have a basic grasp of language. Almost all trolls speak giant, though how the race first came to learn it is unclear, but their main language of choice is known as Trollspeak – this is a crude mixture of common, goblin and orcish that somehow constitutes a complete language among fellow trolls, despite being largely unintelligible to anyone else that hears it.
Trolls have also been commonly known to join other roving groups, such as gnoll warbands, orc hordes, ogre tribes or a marauding giant – so long as they are kept well fed most are content to follow orders until they are possessed of a sudden urge to roam somewhere else. There are even some rare examples of trolls lured into joining mercenary bands or bandit groups, giving them a major edge over their competition, though whether it is worth the risk usually remains to be seen – when it comes down to it, hungry trolls do not remain loyal for long.
Brute Troll Traits
Your troll character has the following racial traits.Ability Score Increase
Your Constitution score is increased by 3, and your maximum Constitution score is increased by 4.
Age
Trolls are physically mature by the age of 15, and may be functionally immortal.
Note for Players
The longer a troll lives for, the more prone to mutation it becomes. Mutations can range from tumorous growths and fungal blooms to a second head with its own functioning brain. If you are playing a troll above the age of 100 years old you should discuss with your DM what kind of mutations you might have and what (if any) gameplay impact they produce.
Alignment
Trolls are selfish and though they are not prone to acts of wilful cruelty, they feel no remorse at consuming sentient beings, often alive and sometimes whole. Your alignment tends towards chaotic evil.
Size
Trolls are tall and ungainly, yet surprisingly powerful, with an adult reaching between 8 and 12 feet tall, and averaging 800 to 1,600 lbs. Your size is Large.
Speed
Your base walking speed is 30 feet.
Languages
You can speak Giant, and can read and write it with effort.
You are also fluent in "Trollspeak", a guttural mix of common, goblin and orc – though you are not proficient in any of these three languages, you can attempt to communicate simple concepts to creatures that do speak those languages, and may be be able to comprehend a few words in return, at your DM's discretion.
Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Keen Senses
You have advantage on Perception checks that rely on smell.
Long Claws and Teeth
Your claws and teeth are natural weapons with which you may make unarmed strikes, inflicting d6 slashing damage (claws) or d6 piercing damage (teeth) instead of the normal bludgeoning damage.
Additionally, if you made an unarmed strike with your claws as part of an Attack action during your turn, you may use your bonus action to make an additional unarmed strike with your off hand claws (if they are free) or your teeth.
Regeneration
At the start of each of your turns you may spend up to one quarter of your maximum hit die (rounded up) to recover hit points as you would during a short rest. You may only do this if you did not take any acid or fire damage since your last turn (or the start of combat). You may do this while incapacitated or unconscious.
Additionally, when taking a short rest, if you have no hit dice remaining, you will immediately gain one. Also, should you lose a limb, it will fully regrow over a number of hours equal to 1d6 + your total number of missing/regrowing limbs.
Note for Dungeon Masters
Due to their Regeneration a troll player is not easily killed – if reduced to 0 HP they can spend hit dice to recover at the start of their turn, unless they took acid or fire damage since their last turn (or the start of combat). Enemies aware of this should try to prevent it, attacking a troll player with acid or fire, and seeking to inflict failed death saves to prevent their return.
Feared Reputation
You have disadvantage on Persuasion checks with smaller creatures that do not know Trollspeak (comprehension through spells is insufficient), and who are not already friendly towards you or your kind.
You may find that most strangers from smaller races will be openly fearful, or even hostile towards you, and will actively seek to flee or to drive you out of town unless convinced otherwise. Even those who allow you into their towns may be reluctant to share information, or to provide accommodation or any other assistance.
Note for Dungeon Masters
This trait should be used to counterbalance the strength of a character – a heavily optimised troll should find social situations more tense and likely to get out of hand and overuse of Intimidation should have consequences, while a less optimised character may find townspeople, though wary, will be easier to convince through gestures of kindness or good deeds.
Large Creature
The following are the key differences when playing as a Large creature compared to a Medium one:
- Your carrying capacity is doubled.
- You occupy and control a 10 foot square during combat.
- You cannot be Grappled, Shoved etc. by Small or Tiny creatures.
- You can squeeze through a gap (or doorway) large enough for a Medium creature to move through normally. You cannot fit through Small or Tiny sized gaps or doorways.
- To ride a mount it must be Huge or larger, or be mechanically or magically able to carry you.
- You require four times as much food and water as a Medium creature. You will require four rations (1 day) for a single day, food for five Medium creatures will feed you plus one other Medium creature and so-on.
- Full cover for a Medium creature may only provide you with 3/4 Cover, 3/4 cover for a Medium creature may only grant half cover, and half cover for a Medium creature may provide you with none.
Note for Dungeon Masters
You should consider a player's size when handling many other aspects of the game – enemies might get a Perception bonus to spot a Large player that is sneaking without taking extra precautions, or a bonus to Insight to see through the disguise of a still clearly Large creature, and in combat a Large player may be a more obvious threat for an enemy to aim for than a Halfling Rogue.
Large Weapons
As a Large creature you can wield weapons as follows:
- You can wield weapons crafted for a Large creature without penalty.
- You have a -5 penalty to attack rolls for light weapons created for a Medium or smaller creature.
- You may wield one medium sized two-handed or versatile weapon in one of your hands with the same effectiveness as if you were wielding it in two. You may only wield a ranged weapon in this way if it has the loading or reload property.
Large weapons can be found on Large monsters, or crafted specially, both at your DM's discretion.
Large Weapon Crafting Suggestion
- Increase the weapon damage by +2, or add reach.
- Double the base cost and weight of the weapon and any ammunition it requires.
- A Large weapon wielded by a Medium creature loses the light property if it has it, gains two-handed, and has -5 on attack rolls if heavy. Large weapons cannot be wielded at all by smaller creatures.
To add a Large weapon on D&D Beyond, add the medium sized weapon as normal then customise – set cost and weight to double the normal values, add the damage bonus (or add Reach to notes), add Large to notes, optionally rename it.
Sub Race
There are a several distinct varieties of troll throughout the multiverse. Choose one from those below:
Cave Troll
Tending to live in mountainous regions within caves, or deep within the underdark, cave trolls have adapted well over time to match their surroundings – their hide doesn't simply resemble stone, it partially is stone, providing them with near perfect natural camouflage and even greater resilience even compared to other trolls. This serves them well in dangerous places where competition for food is fierce, whether between the numerous denizens of the underdark, or the towering giants of the mountains.
Since they dwell in particularly harsh areas where food is scarce or difficult to come by, cave trolls tend to live solitary lives, only occasionally encountering others of their kind. This does not particularly bother them as they are not an especially sociable or conversational race.
Ability Score Increase
Your Strength score increases by 1.
Natural Armour
Your tough, stony hide provides you with natural armour. Your minimum armour class is 14 + your Constitution modifier.
Natural Camouflage
Your stony hide grants you advantage to Stealth checks when in rocky terrain.
Fire Troll
Harsh volcanic climates should be anathema to trolls, given their weakness to fire, and yet one variety has adapted and thrived – whether through constant regeneration and mutation, or sorcerous means is uncertain. Whatever the cause, they were adapted into the fire trolls that can now, albeit rarely, be encountered to this day. Red skinned, and highly resistant to fire, these trolls can be found in small groups basking near molten lava pools either above or below ground.
Some fire trolls are known to have served the fire giants as labour and foot-soldiers, easily able to endure the searing heat of a fire giant's forge, or the burning flames of a volcanic fortress. So well suited is such a partnership, it is rumoured the giants themselves created this fierce breed of troll for this very purpose, though scholars have never been able to confirm this.
Feed the Flames
Immediately before rolling for Regeneration, you may choose to Feed the Flames. For the next minute you are immune to fire damage, and you must use Regeneration at the start of each of your turns unless you took cold or lightning damage. Whenever you use Regeneration in this way you will regain the maximum number of hit-points possible for the dice rolled. For example, if you rolled 1d10 you will regain 10 + your Constitution modifier.
If you are unable to use Regeneration because you have no more hit dice remaining, you will immediately be reduced to zero hit points and fall unconscious. You may choose to end this ability early as a bonus action during your turn, it will also end if you fall unconscious. After you have used this ability you must complete a long rest before using it again.
Fire Resistance
You have resistance to fire damage.
Flaming Regeneration
Cold and lightning damage prevent your Regeneration instead of the normal acid and fire damage.
Forest Troll
Particularly at home in dense forests and putrid swamps, forest trolls are covered in a thick layer of moss-like growths, making them exceptionally difficult to spot before it's too late. They tend to be among the smallest of the different troll sub-species, and tend to be sociable – groups of forest trolls often lie in wait across an area of swamp or forest, submerged in water or hidden within thick undergrowth until unwitting prey wanders too far, and the trap is sprung.
Natural Camouflage
Your mossy hide grants you advantage to Stealth checks when in dense forest or swampy terrain.
Poison Resistance
You have resistance to poison damage, and are immune to the poisoned condition.
Poisonous Vomit
You can use your action to vomit a stream of poisonous sludge across your enemies. Each creature in a 30 foot long, five foot wide line ahead of you must take a Constitution saving throw with a DC equal to 8 + your Proficiency + your Constitution modifier. A creature takes 2d6 poison damage on a failed save, or half as much damage on a success.
The damage increases to 4d6 at 5th level, 6d6 at 11th level, and 8d6 at 17th level. After you have used your poisonous vomit it can't be used it again until you complete a long rest.
Ice Troll
Ice trolls can occasionally be found in the frozen reaches of the world, but are most common in areas of supernatural cold including the Frostfell, the elemental plane of ice. They are perfectly adapted to the cold, able to endure freezing conditions without complaint, conserving their energy and waiting patiently for prey to stumble their way.
They are highly social, huddling in groups to wait in ambush, before working together to bring down larger game – they also demonstrate greater use of their intelligence than other trolls, even going so far as to craft weapons and armour to improve their chances of a successful hunt.
Ability Score Increase
Your Intelligence score increases by 1.
Cold Resistance
You are resistant to cold damage.
Freezing Spit
You can use your action to split a glob of freezing slime onto your enemies. Choose a point within 30 feet, all creatures within 10 feet of that point must take a Constitution saving throw with a DC equal to 8 + your Proficiency + your Constitution modifier. A creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one.
The damage increases to 4d6 at 5th level, 6d6 at 11th level, and 8d6 at 17th level. After you have used your freezing spit it can't be used again until you complete a long rest.
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Posted Mar 6, 2022This update has a few important changes:
Otherwise the race remains largely unchanged in terms of balance, as this is a race that requires some DM participation to prevent abuse of what could be a very strong toolkit.
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Posted Jun 9, 2022With the Maximum Con score increase, does that mean that a Troll can get up to 24 Con?
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Posted Jun 9, 2022That's correct; the race is intentionally able to gain more hit-points than normal to represent their natural toughness (on top of the minor form of regeneration it gets).
In theory you could push this even higher, for example a Brute Troll Barbarian that reads a manual of bodily health can have 30 CON at level 20, but depending upon your campaign this may be an example of an over-optimised build (which your DM is encouraged to push back against if it's too strong).
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Posted Jun 10, 2022Does Natural Armour interact with the Barbarians Unarmoured defence in anyway? Also, do Trolls have a longer reach because of their longer arms?
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Posted Jun 10, 2022Only in the sense that if your Unarmed Defence AC score is lower, then you use the Natural Armour score instead; it provides you with a minimum AC, so even if you're wearing armour with a lower AC, you can still benefit from your natural AC instead.
For example, if you wear dragon scale mail (red), which normally has a maximum AC of 17 (14 + 2 DEX + 1) but your Natural Armour is AC 18 (14 + 4 CON), then you would use your Natural Armour score of 18, while still retaining the normal benefits of the armour (fire resistance etc.).