Firbolg

Contents

Note

In order to make the existing 5e ancestries balanced with the ones presented in these rules, we’ve made adjustments to the existing 5e ancestries. You can play with the original ancestries as originally presented, but if you want to utilize the Major/Minor Feature system, we’ve redesigned them here.

These ancestries replace the official 5e races. Some have been rolled up into larger categories, like the reptilian category capturing kobolds, lizardfolk, and snakefolk.

Firbolg Traits

  • Ability Score Increase. You gain a +2 and +1 bonus to two different ability scores of your choice, or +1 to three different ones.
  • Age. Firbolg age slower than humans and live for much longer. Firbolg reach adulthood in their 30s, and can live up to 500 years.
  • Size. Firbolg are taller and heavier than humans, standing between 7 and 8 feet tall on average. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Languages. You can speak, read, and write Common and Giant.

Major Features

Choose two of the following major features. You can exchange one major feature for two additional minor features. You can only choose one option with the (magic) tag.

  • Altering Magic (Magic). You know the minor illusion cantrip. When you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the alter self spell once with this trait and regain the ability to do so when you finish a long rest. You don’t require material components for these spells. Wisdom is your spellcasting ability for these spells.
  • Blend In. As an action, you can cast an illusion on yourself. You can change your appearance, including clothing and equipment for up to 1 hour. You can’t change your size category, but you can alter your size and weight within that category (for example, a human can’t make themselves look like a halfling, but they could look taller or shorter than they normally do). Once you use this feature, you can’t use it again until you finish a short or long rest.
  • Fey Cloak. As a bonus action, you can magically turn invisible until the start of your next turn. This invisibility ends early if you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can’t use it again until you finish a short or long rest.

Minor Features

Choose two of the following minor features, or four if you only chose one major feature.

  • Animal Friend. You have proficiency in the Animal Handling skill.
  • 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.
  • Disguised. You have proficiency in the Deception skill.
  • Fluent. You can speak, read, and write two additional languages of your choice.
  • Nature Attunement. You have proficiency in the Nature skill.
  • Nature Whisperer. You have advantage on all Charisma checks against beasts and plants.
  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • Speak with Beasts. You can communicate nonverbally with beasts. You can share simple ideas with the beast, and vice versa.
  • Speak with Plants. You can communicate nonverbally with plants. You can share simple ideas with the plant, and vice versa.
  • Trained Tools. You have proficiency in two tools of your choice.
Section 15: Copyright Notice

Ancestry Awakened: Copyright 2021, Pirate Gonzalez Games: Author Timothy Gonzalez

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