Giantkin

by Gannoh2

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Giantkin

A mighty folk with 14 different subraces

Giantkin

In bygone days, giants ruled the vast realm of Ostoria. Many humans swore fealty to them, and in return received the giants' boon.

The descendants of these ancient humans, called giantkin, have since spread far and wide. Though as varied as their ancestors' patrons, all stand out for their towering stature.

Ability Score Increase

Your Constitution score increases by 1.

Age

Giantkin have lifespans comparable to humans. They enter adulthood in their late teens and usually live under 100 years.

Alignment

Some giantkin societies such as stonekin tend toward more lawful alignment, while others like hillkin lean toward independent, chaotic types. Most don't have strong tendencies toward good or evil.

Size

Giantkin are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Natural Athlete

You have proficiency in the Athletics skill.

Powerful Build

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

Language

You can speak, read, and write Common and Giant.

New Feat: Ostoria's Blessing

Prerequisite: Giantkin

You are particularly connected to old Ostoria. You gain the following benefits.

  • Increase either your Strength or Constitution score by 1, to a maximum of 20.
  • When you make an attack roll, ability check, or saving throw using Strength or Constitution and roll a 1 on the d20, you can reroll it. You must accept the result of the new roll, even if it is a 1.
Art Credit Dagda by Koei, Cyclops by Miguel Regodon, Ettin by Brian Valeza, Formorian by Jeff Butler, Death, Eldritch, Fire, Forest, and Stone Giants and Half-Ogre by Wizards of the Coast, Cloud, Frost, Sand and and Storm Giants by Paizo, Ocean Giant by Mark Molnar, Shadow Giant by David Melvin

Cloudkin

Used to literally looking down at the world from their lofty homes, cloudkin tend to come across as aloof, but are just shy more often than not. They are known for weaving elaborate tapestries, yet often enjoy nothing better than watching the clouds go by.

Ability Score Increase. Your Charisma score increases by 2.

Cloud Sight. You can see through magical and nonmagical cloud, fog, mist, and steam up to 120 feet away.

Cloud Caster. You can cast Fog Cloud with this trait. Starting at 3rd level, you can cast Misty Step with it, and starting at 5th level, you can also cast Gaseous Form (targeting yourself) with it. Once you cast a spell with this trait, you can’t cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells, and you can cast them without material components.

High-Born. You’re acclimated to high altitude, including elevations above 20,000 feet.

Weaver. You have proficiency with weaver's tools.

Cyclopskin

With their single huge eye, cyclopskin both attract a fair share of stares and are adept at returning the favor. They have a natural talent for divination magic that makes them sought-out soothsayers and fortune-tellers.

Ability Score Increase. Your Wisdom score increases by 2.

Mystic's Resilience. You have resistance to psychic damage.

Visions of the Future. You know the Guidance and True Strike cantrips. When you cast Guidance, the range is 30 feet. When you cast True Strike, you can grant another creature you can see within 30 feet of you advantage on its next attack roll instead of you. Wisdom is your spellcasting ability for these spells.

Visions of the Past. You have proficiency in the History skill.

Deathkin

Although many deathkin (who call themselves "spiritkin" to avoid causing outsiders unnecessary alarm) do have a rather bleak outlook on life, they often compensate with gallows humor. When living amongst others, they have a tendency to gravitate towards jobs such as gravedigger, mortician, and executioner.

Ability Score Increase. Your Strength score increases by 2.

Absorb Soul. When you reduce a creature to 0 hit points, you can roll 1d4 + your level. You regain that number of hit points. After you use this trait, you can't use it again until you finish a short or long rest.

Graveborn. You have resistance to necrotic damage.

Lingering Soul. When you make a death saving throw, rolling a 1 on the d20 makes you fail only a single death save.

Eldritchkin

The mighty eldritchkin have a natural talent for magic, weaving it like others weave silk.

Ability Score Increase. Your Intelligence score increases by 2.

Alter Spell. When you cast a spell that deals damage, you can replace its damage type with another type of damage. The new damage type must be the same that a spell that you know or that you have prepared today does. Once you use this trait, you can't use it again until you finish a long rest.

Inured to Power. You have resistance to force damage.

Old Magicks Student. You are proficient in the Arcana skill.

Ettinkin

Ettinkin never fail to turn heads. Their separate minds often clash to some extent, but can usually cooperate. A few have become famous as duettists.

Ability Score Increase. Your Strength score increases by 2.

Two-Headed. You possess two heads. Each is linked to the other, but has a distinct personality. You are still treated as one creature for all effects. However, your two minds give you a boost when it comes to mental matters. You have a +1 bonus to Intelligence, Wisdom, and Charisma ability checks and saving throws.

Four-Eyed. You have proficiency in the Perception skill.

Firekin

With their natural strength, tolerance for heat, and ancient legacy, many firekin take up the profession of blacksmithing when living among others. Those able to overcome dwarves' suspicion of giantkin and team up with them can together produce some of the finest metalwork in the land.

Ability Score Increase. Your Strength score increases by 2.

Forgemaster. You have proficiency with smith's tools.

Heir of Flame. You have resistance to fire damage.

Volcanic Endurance. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Forestkin

Hailing from both temperate and tropical forests, forestkin are surprisingly lithe and nimble. They almost always have good relations with any local wood elves and have learned much from them.

Ability Score Increase. Your Dexterity score increases by 2.

Hide Like An Elf. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Light-Footed Giant. The DC of ability checks made to track you are increased by 5, and and you can move through difficult terrain made of non-magical plants and overgrowth without expending extra movement.

Wild One. You have proficiency in two of the following skills: Animal Handling, Nature, and Survival.

Formoriankin

Formoriankin are famously unattractive, at least by most races' standards. They unfortunately tend to be bullied and shunned by outsiders, so they try to keep to themselves. A few use their looks to scare others into giving them what they want, but the majority are gentle souls.

Ability Score Increase. Your Strength score increases by 2.

Hideous Mien. You have proficiency in the Intimidation skill.

Seen Some Ugly Things. When you make a saving throw against being frightened, roll a d4 and add the number rolled to the result.

Warty Hide. You gain a +1 bonus to Armor Class.

Frostkin

Frostkin mostly live in remote icy regions where they can hunt and enjoy the snow free from other creatures bothering them. Those living in more populated areas might serve as a jarl's housecarl or a scout for adventurers.

Ability Score Increase. Your Strength score increases by 2.

Axe Combat Training. You have proficiency with the greataxe, battleaxe, and handaxe.

Berserker. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest

Heir of Frost. You have resistance to cold damage.

Hillkin

Hillkin are some of the most welcoming of giantkin and freely intermingle with humans (usually barbarian tribes) as well as more "savage" races like orcs, ogres, and goblinoids. They might serve as informal intermediaries between such groups. Hillkin are known for their potent liquor and boisterous feasts to which all are invited.

Ability Score Increase. Your Strength score increases by 2.

Iron Guts. You have advantage on saving throws against poison, and you have resistance against poison damage.

Moonshine Maverick. You are proficient with brewer's supplies.

There's Power in Them Hills. When you fail a Strength-based attack roll, ability check, or saving throw, you can reroll. You must use the result of the new roll. Once you use this trait, you must finish a long rest before you can use it again.

Reefkin

Reefkin are famed for coaxing coral to form immense living sculptures. Due to their ability to speak with sea creatures, their communities are defended by fierce beasts like sharks and killer whales.

Ability Score Increase. Your Wisdom score increases by 2.

Amphibious. You can breathe both air and water.

Scion of the Waves. You have a swimming speed of 30 feet. You can communicate with aquatic beasts and plants as if you had a common tongue. You have advantage on Wisdom (Animal Handling) and Charisma checks made to influence them.

Shoreline Surge. You can Dash as a bonus action, and the movement doesn't provoke opportunity attacks. Once you use this trait, you must finish a short or long rest before you can use it again.

Water Caster. You can cast Create or Destroy Water with this trait. Starting at 3rd level, you can cast Beast Sense (targeting only an aquatic beast) with it, and starting at 5th level, you can also cast Wall of Water with it. Once you cast a spell with this trait, you can’t cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells, and you can cast them without material components.

Sandkin

Able to survive in some of the world's harshest climes, the sandkin are mostly nomadic, but a few have settled down in oases or urban areas. Their dancing prowess is legendary. It is customary for young adults to leave their tribe and wander to distant lands before eventually returning home.

Ability Score Increase. Your Dexterity score increases by 2.

Dancing Dodger. You have proficiency in the Performance skill, and you can Disengage as a bonus action.

Desert-Adapted. You can exist comfortably in temperatures between 0 and 120 degrees Fahrenheit. In addition, you need only half the amount of water normally required to live.

Swift Feet. Your base walking speed increases to 35 feet.

Shadowkin

Shadowkin are whispered about in fear by other giantkin. Their ancestors' masters were known for their un-giant-like subtlety and penchant for assassination.

Ability Score Increase. Your Dexterity score increases by 2.

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.

Giant Killer. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 1d4 + your level damage. You can use this trait only once per combat.

Silent. You have proficiency in the Stealth skill.

Stormkin

Usually found living on rugged coastlines, the stormkin are a proud and noble folk. Their sages seek guidance from flashes of lightning and the rumble of thunder.

Ability Score Increase. Your Strength score increases by 2.

Heir of the Tempest. You have resistance to lightning and thunder damage.

Storm Sense. You automatically sense if a storm will occur in the next 24 hours in the area you are in.

 

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