Giants of Abraeas’Dor

Your people are a universal constant, the second race known in the universe. Your people have gone through many evolutions throughout their history, spreading across the planes, growing and shrinking in size, and being the forefathers of humans and dwarves as well as their own smaller descendants. Your people evolve in elemental power due to pure elemental energy and physical matter melding through a collision of the planes in the early years of the universe.


Your people’s standard size is Huge, but some of your species have even grown to Gargantuan size, and your subspecies are often marked by environment and adaption to new regions, empires, and biomes. 

Giant culture revolves around strength and military power, and as a result of the millions and millions of giants in Brotto, Mithiias, Abirria, Roth, and other empires. They have influenced Brotto’s rise to power and the wide expansion of the plane. Your culture also respects ambition and focuses a great deal on personal betterment. 

Base Giant Template

Ability Score Improvements

  • 5e - You gain a +3 bonus to Strength and a +1 bonus to Constitution

  • 3.5e - You gain a +4 bonus to Strength, a +2 bonus to Constitution, and a -4 debuff to Charisma

Species - You are a Giant

Movement Speed - Your people are huge and can move greater distances with less effort. Your base movement speed is 50ft. 

Size - You are Huge size

Proficiencies - You are proficient with All Strength skills(5e & 3.5e) and are proficient with Mason’s Tools or Blacksmith’s Tools.

Incredible Strength in Combat - Your people’s great strength makes them more enduring, strong, resilient, and powerful than most other races. You are capable of throwing boulders, heavy items smaller than yourself, and your carry capacity is tripled. You are proficient with improvised weapons. Your throw distance is doubled, and you can replace your normal Attack Action(5e)/Full-Round Action(3.5e) with throwing boulders, rocks, metal pieces, objects and items, and other humanoids. When you attempt to grapple a target, you can do so with one hand if the target is smaller than you, and while you have a creature grappled, you can restrain with one hand or squeeze the target to deal 3d6 bludgeoning damage. 

Giant’s Durability - Your people are some of the most resilient in the world. You can withstand a great deal of physical punishment, and your subspecies all are stronger against a certain type of damage. At base, 1/Long Rest/ or 1/Day, you can reroll a Constitution, Strength, or Wisdom save and take the new roll(5e)/you can reroll a Fortitude or Will save and take the new roll. In addition, 1/Long Rest/ or 1/Day you can halve the damage made against you as a Reaction(5e)/Immediate Action(3.5e). 


Stone Giant Subspecies

Stone Skin - Your skin is as thick as stone. You are able to resist against slashing damage temporarily 1/Day(5e & 3.5e) as a reaction, halving the damage from a slashing attack. In addition, your skin is naturally thick and durable, you gain a +3 Natural Armor Bonus(3.5e)/can add your Constitution Modifier to your Armor class while not wearing any armor(5e). 

Enduring Spirit - Your people are known for their relentless spirit and dedication to their causes. When you make a Save(5e)/Will save(3.5e) against a magical, mind altering, or enchantment spell, 1/Long Rest(5e)/ or 1/Day(3.5e), you can grant yourself advantage(5e)/a +5 bonus to your save. 

Weapon Proficiencies - Your people are innately warlike and devoted to your martial goals. All of your people are trained in Martial fighting techniques. You are proficient with Martial Weapons(5e & 3.5e)

Strange Knowledge and Power - Your people are familiar with enchantment magic. You can identify enchantment spells without making a check(3.5e)/by making an Arcana check(5e) with Advantage(5e), and you are able to use magic items without issue. You are proficient with the Use Magic Device skill(3.5e) and can attune to an additional item(5e).

Religious Knowledge - Stone Giant culture is built around often nomadic tribal lifestyles, with powerful shamans, strange travelling folk, and your people  often take up jobs to protect travellers on the roads of Brotto and Abirria. You are able to determine religious faiths without having to make a check(3.5e)/by making a Religion check with Advantage(5e). You are familiar with a lot of different groups that wander the world, many different religions and deities, and you are recognized somewhat as a scholar to those outside stone giant culture.


Tempest Giant Subspecies

Weapon Proficiencies - Your people are known for their bravery in battle and their mastery of ranged weaponry. You are proficient with Martial, Simple, and a single Exotic ranged weapon at 1st level.

Lightning Born Resilience - Your people have a powerful tie to storms, war, and conquering. You are resilient in the face of storms and adversity. Your Wisdom or Intelligence saves(5e)/Will saves(3.5e) have a +3 bonus against Force attacks(3.5e)/have advantage against Force attacks(5e).

Great Casters - Your Tempest Giant people are the greatest casters in the giant species. When you cast a spell, you have resistance to losing concentration. When you roll to maintain concentration on a spell, you have advantage(5e)/gain a +5 bonus to checks and saves to maintain spell concentration.

Throwing Skill - Your people are still giants, and you are proficient with improvised weapons(thrown weapons)(5e & 3.5e). You can throw anything smaller than yourself but cannot pick anything up that is tiny or diminutive

Touch of Storms - Your body is charged with lightning, thunder, and force energy. You have resistance(5e) to lightning damage and Resistance 3 to Lightning and Thunder damage(3.5e). 


Sand/Desert/Dune Giants Subspecies

Clear Sight and Weather Resistance - Your people are from the scorching deserts of Borr, Thraxus’Nal, and Vaarnux, and the volcanic planes of the goblin dominions. You are accustomed to staring through, moving through, and avoiding dangerous weather. You are not blinded by thick snowstorms, sandstorms, or rainstorms, and are hardy and resilient enough to ignore the debuffs given by difficult weather. You ignore the downsides of harmful weather and temperatures. You are not affected by scorching hot temperatures like being near lava, fire, and inside volcanoes.

Ranger Genes - You and your people are known for their groups of rangers and ranger’s guilds, are masters of all ranged weapons(5e & 3.5e) and have proficiency in all ranged weapons, both martial and simple. You are proficient in Survival(5e & 3.5e) and Investigation(5e)/Search(3.5e). Your attacks made with ranged weapons ignore disadvantage from close range(5e) and ignore cover in storms and cover behind smaller hides.

Piercing Resistance - Your people are dark tan and take on a very sandy appearance, with cracked skin and a potent smell of fire on your skin and in your breath. Your huge size makes you known as the great wanderers, and your flesh is so scarred by sandburns that you are resistant to piercing damage(5e)/have resistance 3 for piercing damage and fire resistance 3 fire(3.5e)

Fire Mages - Your people are often blessed with fire based magic as an innate feature. You can cast the Burning Hands spell(5e & 3.5e) 1/Long Rest(5e)/ or 1/Day(3.5e


Forge Giant Subspecies

Born of Fire and Forge - Your subspecies of giant is known to hail from Brotto from one of their massive mountainous forges such as the Whiteforge, Redforge, and Blackforge. Your people are the result of ashes, metals, and tools that have become overcome with holy magic. You are an elemental giant and are considered a holy giant in the realms of Brotto and Abirria. You are resistant to Fire damage(5e)/have Fire resistance 3(3.5e), and you can move through difficult terrain like Lava, Fire, and Ice  as though it was not difficult terrain, and you are unaffected by the burning of lava and fire for the purposes of movement.

Polearm Mastery - Your people are known to carry polearms more than other types of weapons. You are proficient with Polearms of any kind, both Martial and Simple(5e & 3.5e). 

Fire Breath - Your breath is fiery and potent, and as an Action(5e)/Standard Action, as part of your normal attacks through your Full-Round Action, you can unleash a powerful breath weapon attack in the form of a 30ft cone, dealing 4d6 fire damage. Creatures in the area must make a DC 15 Dexterity Save/DC 15 Reflex Save to take half damage. You can do this 1/Long Rest(5e)/or 1/Day (3.5e) 

Armor Proficiencies - You are proficient with Heavy Armor. 

Previous
Previous

Ghorranii/Ghorranites

Next
Next

Heira’s