Mountain Giant


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.

Mountain Giant 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. Mountain giants reach adulthood at the same rate as humans, and have the same life expectancy.
  • Size. Mountain giants are taller and heavier than humans, standing between 7 and 8 feet tall. Your size is Medium (but, like, the upper end of 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.

  • Earth Magic (Magic). You know the mold earth cantrip. When you reach 3rd level, you can cast the earth tremor 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 earthen grasp 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.
  • Endure Blows. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that amount. Once you use this feature, you can’t use it again until you finish a short or long rest.
  • Oversized Weapons. You can wield large and oversized weapons without penalty. The damage dice of an oversized weapon is one size larger than normal. For example, a d4 becomes a d6. A d12 becomes 2d6, and 2d6 becomes 1d8+1d6.
  • Stone Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

Minor Features

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

  • Acclimated. You are acclimated to high altitudes and cold environments and ignore any of the penalties caused by these environments.
  • Athletic. You have proficiency in the Athletics skill.
  • Cold Resistance. You have resistance to cold damage.
  • 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.
  • Fluent. You can speak, read, and write two additional languages of your choice.
  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • Survivalist. You have proficiency in the Survival skill.
  • Throwing. You are skilled at throwing objects. You are considered proficient with any weapon or object you throw. If the thrown object isn’t a weapon, it deals 1d4 damage if it can fit in your hand, 1d6 if it can be thrown with 1 hand, or 1d8 damage if thrown with two hands. Range is 30/60 feet unless 2 handed, in which case the range is 10/30.
  • 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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