Half Giant Species in Seros | World Anvil
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Half Giant

Lore

  "Simple, deliberate, stubborn, and hulking." Half-giants are widely known for their physical abilities, and for their ability to deal heavy damage to foes during combat, but they are typically shunned by many people for their hulking figures and often simplistic views on life and goals. This is not to say that half-giants are stupid, as many of them, especially storm half-giants can have great intellect, but because of their ability to muscle through problems, they typically do not worry too much about details, and feel they can just plow right on to their goals.   The main thing a half-giant wants in life is acceptance from giants, humans, or both. Some Half-Giants attempt to gain acceptance by accomplishing heroic deeds. Half-giants who are raised among the giant culture will attempt to gain acceptance by honing their combat skills to perfection. Adventuring typically allows them to hone their combat skills and accomplish heroic deeds at the same time, so most Half-Giants who get the chance to will gladly join an adventuring party.   Half-giants are very tall and well-muscled.they stand 8-13 feet tall and weigh 200-500 kg. They typically will look like humans, but at times they are also known to look like the giant of which they are kin. Many, however, are known to look slightly more primal or have skin more closely colored to stone than actual flesh.   Half Giants are littered throughout the known world with most of them congregating in the Southern Shelf.

Traits

  Ability Score Increase. Your Strength and Constitution scores each increase by 1.   Age. Half-giants age slightly slower than humans, reaching adulthood at around age 20. They tend to live a decent bit longer than humans as well, usually living to be no older than 200.   Alignment. Half-giants don't tend toward any alignment in particular.   Size. The smallest half-giant is larger than all but the largest of humans. Your size is Large.   Speed. You have a base walking speed of 30 feet.   Athletic. You have proficiency with the Athletics skill.   Giantkin. Your creature type is considered to be both giant and humanoid.   Stone Toss. When you make a ranged attack with an improvised weapon made of stone, you are considered proficient with that improvised weapon, and its damage die increases to 1d6.   Languages. You speak, read, and write Common and Giant.  

Cloud Giant Ancestry 

  Ability Score Increase. Your Charisma score increases by 1.   Keen Senses. You have proficiency with the Perception skill.   Cloud Giant Magic. You know the gust cantrip and can cast it at will. Starting from 3rd level, you know the spell feather fall and can cast it once. Starting from 5th level, you know the spell fog cloud and can cast it once as a 2nd-level spell. You regain expended uses of this trait when you complete a long rest.   Charisma is your spellcasting ability for these spells.  

Fire Giant Ancestry

  Ability Score Increase. Your Constitution score increases by 1.   Fireborn. You have resistance to fire damage. Additionally, when you score a critical hit with a melee weapon attack, your weapon ignites in flame and you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. This extra damage is fire damage regardless of the weapon damage type.   Metalworker. You have proficiency with smith's tools.  

Frost Giant Ancestry

  Ability Score Increase. Your Wisdom score increases by 1.   Frostborn. You have resistance to cold damage. Additionally, you know the frostbite cantrip and can cast it at will. Starting from 3rd level, you know the spell ice knife and can cast it once, regaining the ability to cast it when you complete a long rest. Wisdom is your spellcasting ability for these spells.   Glacial Native. While you are traveling through arctic terrain, you add twice your proficiency bonus to Intelligence (Nature) and Wisdom (Perception and Survival) checks related to your immediate surroundings, instead of any proficiency bonus that you would normally apply. Additionally, you ignore difficult terrain while in arctic terrain.  

Hill Giant Ancestry

  Ability Score Increase. Your Strength score increases by 1.   Barrel Through. When you move, you can attempt to enter the space of a creature that is at least one size smaller than you. When you do so, that creature must succeed on a Strength saving throw or be knocked prone as you enter their space. The DC for this saving throw equals 8 + your Strength modifier + your proficiency bonus. You can't force a creature to make this saving throw more than once per turn.   Thick-Skinned. While you are not wearing armor, your Armor Class equals 10 + your Constitution modifier.  

Stone Giant Ancestry

  Ability Score Increase. Your Dexterity score increases by 1.   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.   Deflect Missile. When you are targeted by a ranged weapon attack, you can use your reaction to deflect or catch the missile. When you do so, the damage from the attack is reduced by 1d4 + your Dexterity modifier. If you reduce the damage to 0, you can catch the missile if you have a hand free and the missile is small enough to be held in one hand. When you catch a missile in this way, you can choose to make a ranged attack with the missile as part of the same reaction. You are considered proficient with the missile if you aren't already, the damage die of the missile increases to 1d4 if it wasn't already higher, and the attack has a normal range of 20 feet and a long range of 60 feet. Once you attack in such a manner, you can't do so again until after you next roll initiative.   Stone Camouflage. When you make a Dexterity (Stealth) check to hide in rocky terrain, you are considered proficient in the Stealth skill if you aren't already, and add double your proficiency bonus to the roll, instead of any proficiency bonus you would normally apply.  

Storm Giant Ancestry

  Ability Score Increase. Your Intelligence score increases by 1.   Storm Resistance. You have resistance to lightning and thunder damage.   Storm Bolt. You can generate a bolt of lightning in your hand, which you can use to make attacks in combat. This is a ranged spell attack that you can use with the Attack action. The attack has a range of 60 feet, an attack bonus equal to your Intelligence modifier + your proficiency bonus, and deals lightning damage on a hit equal to 1d6 + your Intelligence modifier.  

Sand Giant Ancestry

  Ability Score Increase. Your Dexterity score increases by 1.   Desert Hardened. You have advantage on saving throws against dehydration and for tranversing difficult terrain      Sand Storm. As an action you can generate a sand storm making all targets within 60 ft blind outside of 15ft. Enemies have disadvantage on all ranged attacks. Can only be used once per long rest.    

Bloodwood Giant Ancestry

  Ability Score Increase. Your Wisdom score increases by 1.   Forest Camouflage. You have advantage on Stealth checks made to hide in forested terrain.   Bleeding Strike. You make an unarmed strike against an enemy and they must succeed a constiution saving throw (The DC equals 10 + Wisdom + proficiency) on a fail they bleed for 1d4 for three turns. The damage increases to 2d4 at 6th level, 3d4 at 11th level, and 4d4 at 16th level. This ability can only be used once per long rest     

Sea Giant Ancestry

  Ability Score Increase. Your Consitution score increases by 1.   Amphibious. You can breath both air and water   Ocean Master. As a Sea giant you can use Create or Destroy Water once a day. At level 7 this changes to the control water spell

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