Half-Giant

The rare offspring of a giant and a smaller being, half-giants are caught between two worlds - too big for humanity and too small for the Ordning. As a result, they tend to fall on the fringes of either society, though some do obtain respected positions - either using their strength and magical powers to become masters of men or using their intelligence and cunning to claim power over more dim-witted giants. Most stand between 7 and 9 feet tall, with those of Hill Giant ancestry being the shortest and those of Storm Giant ancestry being the tallest. They exhibit a mix of features from their parent races, but many simply resemble small giants. For more information on giants and the Ordning, please refer to the Monster Manual.

Half-Giant
Ability Score Increase: Your Strength increases by 2.
Age: Half-Giants mature more slowly than humans and live much longer, reaching maturity at around 25 years old and living up to 250 years.
Alignment: Half-Giants do not innately tend toward any particular alignment. Those that identify more closely with their Giant heritage often lean more toward Lawful alignments due to the strictures of the Ordning; those that identify more closely with their human heritage sometimes reject the Ordning by leaning toward Chaotic alignments. Those that simply wish to live their lives as they see fit are often Neutral.
Size: Most half-giants stand between 7 and 9 feet tall. Your size is Medium.
Speed: 30 ft.
Languages: You can speak, read, and write Common and Giant.
Powerful Build: Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Rock: Rock: Your giant ancestry gives you a natural talent for throwing rocks as weapons. As an action, you can pick up a loose chunk of stone weighing up to 10 lb. and throw it as part of the same action. When you do so, the rock counts as a simple weapon with the heavy property with which you are proficient, and has a range of 30/60 ft. When you hit with a thrown rock, you deal bludgeoning damage equal to 1d8 + your Strength modifier.
Giant Lineage: Choose one of the following Giant Lineages:


Cloud Giant Lineage
Ability Score Increase: Your Intelligence increases by 1.
Cloud Step: As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a long rest.
Cloud Giant's Magic: You know the cantrip light and can cast it without material components. In addition, you know the spell fog cloud and can cast it once per long rest. Intelligence is your spellcasting ability for these spells.
Palace Pastimes: You are proficient with morningstars and with one gaming set of your choice.


Fire Giant Lineage
Ability Score Increase: Your Wisdom increases by 1.
Fire Giant's Resistance: You are resistant to fire damage, and are naturally adapted to hot climates.
Martial Discipline: You have advantage on saving throws against being charmed or frightened.
Armoury Training: You are proficient with greatswords, half-plate armour, and your choice of mason's tools or smith's tools.


Frost Giant Lineage
Ability Score Increase: Your Constitution increases by 1.
Frost Giant's Resistance: You are resistant to cold damage, and are naturally adapted to cold climates.
Wrestler: You have advantage on Strength checks made to grapple. In addition, when a creature fails an ability check to escape your grapple, you can use your reaction to deal 1d4 cold damage to the target.
Raider's Trade: You are proficient with greataxes, light armour, and your choice of leatherworker's tools or woodcarver's tools.


Hill Giant Lineage
Ability Score Increase: Your Constitution increases by 1.
Hill Giant's Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage. In addition, you can chew and digest tough organic matter, such as wood and bone, without suffering ill effects.
Hungry Jaws: In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special unarmed strike with your jaws. If the attack hits, it deals its slashing damage equal to 1 + your Strength modifier, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier. You can't use this trait again until you finish a short or long rest.
Primal Skills: You are proficient with greatclubs and in the Survival skill.


Stone Giant Lineage
Ability Score Increase: Your Dexterity 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.
Stone Camouflage: You have advantage on Stealth checks made to Hide in rocky terrain.
Catch Projectile: When a stone, sling bullet, or similar projectile is hurled at you, you can use your reaction to attempt to catch it instead. Make a Dexterity check. If the result is higher than the original attack roll made to hurl the item, you instead catch the projectile and take no damage. If the result is lower, you take normal damage from the projectile, even if the attack roll was lower than your AC, as your attempt to catch it puts you into its path. You can use this ability a number of times equal to your Proficiency bonus, and regain all uses when you finish a long rest.
Subterranean Pursuits: You are proficient with greatclubs and your choice of mason's tools or painter's tools.


Storm Giant Lineage
Ability Score Increase: Your Charisma increases by 1.
Storm Giant's Resilience: You are resistant to your choice of thunder or lightning damage.
Amphibious: You can breathe air and water, and your swimming speed is equal to your base walking speed.
Storm Magic: You know the cantrip shocking grasp and the spell detect magic. You can cast detect magic using this trait once per long rest. Charisma is your spellcasting ability for these spells.
Secluded Practice: You are proficient with greatswords, scale mail, and navigator's tools.

Half-Giant Adventurers: Hill Giant Warlock, Frost Giant Ranger, and Fire Giant Paladin
Half-Giant Adventurers: Stone Giant Sorcerer, Cloud Giant Rogue, and Storm Giant Cleric

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