Giff - Race

by

Search GM Binder

The Giff

Rank and military Power

The Giff society is structured like a military force, where everyone has a rank and purpose. They all fill their role, and they all know how to fight. They are experts in military strategies and know how to use anything from guns and barrels of gunpowder to swords and unarmed combat.

Mercenaries in Groups

The Giff are often mercenaries that lend their power and expertise to other races that have enough coin to afford a group. The Giff always travel in groups so if you want to hire them, you must hire the whole group.

A lost home world

The Giff have a home somewhere out between the stars, but everyone has forgotten its locations even the Giff and some of them dream about the day that they can find it and return home. There are Giff that dedicate their life to search for this lost world.

Giff adventurers

When making a Giff adventurer you must think about why your character isn’t whit the rest of his kind. maybe he was captured by an enemy and managed to escape, maybe he was left, or he discovered that the rest of his group was corrupted and evil. Talk with your DM to figure out how your character fit into the world.

Giff Traits

Ability Score Increase. Your Strength and Constitution score increases by 1.


Born with Purpose. When Giffs are born they are trained for a specific purpose or role in their society. Some are trained to lift heavy barrels of gunpowder, where others train to have a sharp aim, and some become master strategists. Your choice of your Strength, Dexterity, or Intelligence score increases by 1.


Age. Giff mature faster than humans, reaching adulthood at 13 and can live to 90 years.


Alignment. Rank and order is an essential part of the Giff society, therefor they tend to almost all be very lawful.


Size Giff are bulky and tall and can be as tall as 9 feet. Your size is Medium.


Speed. Your base walking speed is 30 feet.


Mechanical Knowledge. Working with mechanical weapons feels natural to you, You have proficiency with pistols and muskets (which can be found on page 267/268 in the DMG).

In addition, you ignore the loading property of any weapon you use.

 

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.


Expert Tinkerer. You have proficiency with artisan’s tools (tinker’s tools). you can use your tinkers tool to create bullets for firearms.


Headfirst Charge. With your massive size you can try and knock a creature over. If you move at least 20 feet in a straight line, you can use your bonus action to try and knock a creature down, The creature must be no more than one size larger than you and within 5 feet of you. It must make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier. If it fails, you knock the creature prone.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.