Firbolg
Created by Syluru from the sacred earth of Sylthereth, firbolgs were designed to be wardens of nature and peace. Considered a rare race among most societies, firbolgs have, throughout history, largely kept to isolated clans and villages. Over the millennia, firbolg families have slowly found their way into different societies and the race has become, if not common, at least present in different cultures; however, the way they are born means they must still have some connection to nature and the earth.
Molded from Earth
Firbolgs were and still are molded from the earth. Even today, firbolgs are literally born by a ritual in which earth and water is imbued with natural magics and then roused from mud to a baby firbolg. Different plants and minerals are mixed in to give the firbolg different traits -- flameweed may be mixed to give a firbolg fiery red hair, or blue gems may be ground up and put in to give a firbolg icy blue skin. This unique birthing process leads to several main influences on firbolgs and their communites. For one, firbolgs have no true parents, and they are typically raised communally within firbolg villages. Even if they are born outside of firbolg villages, firbolgs tend to surround themselves with found families who can serve the same function. Besides that, it also means that firbolgs are ingrained with natural magics and feel, if not a devotion to, at least a kinship with the natural world. They are from the dirt itself, and thus owe their lives to it.A Bovine People
Firbolgs are distinctively bovine humanoids. They tend to stand between 7 and 10 feet tall and weigh between 300 and 400 pounds, ranging from stocky to muscular, with no real distinction between genders. They have cow-like ears and noses, and tend to carry themselves with a certain bovine peace. Their skin colors tend to be earthy tones, between warm brown and dark green, but they can be blue, light pink, and even violet. Their hair and eyes range even further, sitting almost anywhere on the spectrum based off what was mixed into their birthing pool.Isolated and Peaceful
Most firbolgs live in isolated villages across any plane where life can be found. Whether they're nurturing an oasis in Akkerath, a mushroom forest in Xaecreotis, or a grove on Emaxus, firbolgs settle anywhere there is rich or rare nature to be defended. While they may not occupy all locales like that, most of their villages are on similar locations. Orcs, goblinoids, and other races connected to nature also find a home in these communities, where they aid firbolgs in their duties; as such, firbolgs are among the most egalitarian races in all of Yophas, for they believe everyone is of the earth in some way. Over the millennium, firbolgs have found their way into most major cities and cultures, and thus there are sporadically placed firbolg groups outside of these isolated communities. These firbolgs live pretty similarly, and even raise small nature sanctuaries and gardens in cities and towns.Firbolg Names/Ethnicities
Firbolgs tend to have simple names, or names influenced by the races/culture they live around. Typically, a firbolg has a childhood name that reflects a trait of theirs (such as Doe-eye or Pinky) before they choose a more complex name when they become an adult. This name can be almost anything that they wish to be called. Additionally, some firbolgs have family names if they have a specific unit within a community they belong to, but many do not. These family names are determined by the firbolgs who start them and can be impossibly varied. Childhood Names: Blue, Doe-eye, Gravel, Pinky, Rocker, Shocker Chosen Names: Adtumal, Crahorn, Ianhice, Kelran, Leoric, Naelar, Omazeiros, Qimaer, Qizumin Family Names: Clay, Hastraea, Mossmight, Protector, Rockbender, Zather If you wish to have a firbolg belong to a specific culture, you can use any of the ones found in the Cultures category under Races. Firbolgs are sporadically found in many different communities, and thus can be found in all major cultures.Creating Your Character
At 1st level, you choose what race your character belongs to. If you choose a firbolg, follow the rules found below to make your firbolg hero -- or villain.Ability Score Increases
When determining your character's ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The "Quick Build" section of your character's class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can't raise any of your scores above 20.Languages
Your character can speak, read, and write Common and one other language that you can your DM agree is appropriate for the character. The Player's Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.Creature Type
Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. Your race tells you what your character's creature type is. Here's a list of the game's creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don't have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn't work on a Construct or an Undead.Firbolg Traits
As a firbolg, you have the following traits.Age
Firbolgs can live for up to 500 years.Creature Type
You are a Humanoid.Size
Firbolgs range from 6 to 8 feet tall and can weigh up to 350 pounds. You are Medium.Speed
Your walking speed is 30 feet.Firbolg Magic
You can cast the detect magic and disguise self spells with this trait. When you use this version of disguise self, you can seem up to 3 feet taller or shorter. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).Hidden Step
As a bonus action, you can magically 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. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.Powerful Build
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.Speech of Beast and Leaf
You have the ability to communicate in a limited manner with Beasts, Plants, and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.Creation Mythos
Firbolgs were created from the sacred earth of Syluru to serve as the stewards and guardians of nature across Yophas. Many isolated communities still exist across the Eternal Design, where orcs, firbolgs, and druids of other races work together to defend sanctuaries of life and peace. All firbolgs are still deeply connected to the earth on account of how they're born, but not all of them still uphold/work endlessly towards their "ordained duty."Remove these ads. Join the Worldbuilders Guild
Hey, I commissioned this art originally. If you want to know anything about the OC in the thumbnail, let me know
No way, what a coincidence! What's the OC's backstory? They strike me as a druid. And of course, if you wish me to take the art off, I will without hesitation!
No please don't take him down, it's really awesome to see him out in the wild! His taken name is Shrimp (so called because he ran a shrimp farm later in life). You're right on the money with him being a druid. He left his forest enclave in his twenties as part of a proving ritual and was not allowed to return until he aquired some knowledge that was beneficial to his people. Twords the end of his adventures, and after his mother-matriarch of his enclave-passed, he took up the mantle of archdruid and opened up the forests to young druids from all over who may not have had mentors or homes to return to.
That's awesome! Super cool to know the backstory behind the art.