Giant

Giants are massive humanoids known for terrorizing other races. When in villages they must take care not to damage property due to their size.

Giants come in dozens of types, including elemental frost giants, aquatic sea giants, or chaotic fomorian giants. You may work with your GM to create a giant variant if so desired.

Traits

Special. Recommended only for campaigns that start at 5th level or higher.

Ability Score Increase. Your Strength score increases by 4 and has a maximum of 24, and your Constitution score increases by 2. Lower your Dexterity score by 2 and your Wisdom by 1. You must forgo the first Ability Score Increase you gain from advancing in level.

Age. Giants have a decelerated aging rate, not reaching adulthood until their eighties. They live up to 800 years, but they might spend a century or two of this time sleeping.

Alignment. Giants who seek to interact with smaller races can become tired of trying to live in a world that wasn’t made for them. While they don’t wantonly break laws, most giants are chaotic neutral.

Rarity. Uncommon.

Size. Giants stand between 11 and 12 feet tall and weigh close to 2,000 pounds. Your size is Large.

Speed. Your base walking speed is 40 feet.

Giant. Your creature type is giant. However, spells and effects that normally target only humanoids still affect you.

Keen Nose. When using your sense of smell to attempt Wisdom (Perception) checks, you can add your proficiency bonus. If you have proficiency in Perception, your proficiency bonus is doubled for these purposes. Using your action, you can tell if a creature you can smell within 30 feet of you is strongly aligned with a particular region or government, but not what that connection is. Often, this connection is to The Empire, as it covers three-fourths of the planet, and this trait reveals nothing further.

Large Appetites. You require four times the normal amount of food and water.

Large Gear. You can’t use equipment sized for smaller creatures. Nonmagical equipment sized for you costs twice as much.

Large Weapons. A nonmagical weapon sized for you costs double. When you hit with a weapon sized for you, other than your unarmed attack, you can roll one of the weapon’s damage dice one additional time and add the result to the damage you deal.

Natural Athlete. You have proficiency in the Athletics skill.

Mental Sensitivity. You are vulnerable to psychic damage.

Slam. Your unarmed strikes can deal ld6 bludgeoning damage. These strikes have the light weapon property, and you have proficiency with them.

Slow Reactions. Your Dexterity grants you no bonus on your initiative checks, and you have disadvantage on Dexterity saving throws.

Languages. You speak, read, and write Common.

Section 15: Copyright Notice

Tales of Arcana Race Guide © 2021 Arcanomicon, LLC Author(s) Matt Knicl, Chris S. Sims

This is not the complete license attribution - see the full license for this page