Half-Gaint Race (Large)

by Adalwolf

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Half-Giant Race

In the world of Dungeons and Dragons, creature can be even larger than that of a human. Many creatures such as Dragonborn and Orc's could be considered as large since they can be up to 10 feet tall, however, there are even individuals such as half-giants which would be large. This book will go over how to make a given race larger, and how that would work in the world of Dungeons and Dragons.

Attributes of being Large

More Mass, More Clumsy: As a large race, you are capable of carrying much more. Because of this, you can increase your Strength Score beyond 20, to 22. However, your Dexterity Score cannot surpass 18. In addition, you naturally have a +1 to Strength, and a -1 to Dexterity. (This is already covered in ASI)
Bigger Target: Because you are larger, it makes you easier to hit. Because of this, you have a -1 to AC when wearing heavy armor.
Larger Body, Larger Armor: Because you are larger than most, you require much more material to make your weapons and armor. All gear that is warn by you costs 4 times it's original amount. (This does not apply to magical gear)
Large Arms: You can use large weapons. These weapons have a bonus damage dice of 1d4. This additional damage is either the weapons damage dice, or bludgeoning (unless ranged). These weapons cost 4 times the original amount. (This does not apply to magical weapons)

Half Giant's are children made between a giant of any kind, and a medium creature. The most common among these types are Human Half-Giants. These individuals are often the most akin to their giant kin in body.



Ability Score Improvement: You gain a +1 in Constitution.


Alignment: Most Half-giant's follow what their parents did, making them have a wide range of possible alignments.


Age: Half-Giant's generally live to be about 300 years, leaning more into their giant kin for their life span.


Ancestry: As a Half-Giant, you have 2 forms of ancestry. One is from your Giant kin, and the other from your smaller kin. Choose a race to act as your other half. Select 1 feature from that race and a chosen subrace for that race that you do not gain from Half-Giant and add it to the Half-Giant features.


Rock Thrower: All giants seem to love tossing rocks around, so, you've picked it up too! If you can find a large enough rock, you can make a ranged thrown attack roll against a target. On a hit, you deal 1d10 Bludgeoning damage to the target.


Size: Half-giant's range between their parent's heights. You are likely between 10-18 feet tall, weighing nearly a ton. Your size is large.


Speed: You have a base walking speed of 40 feet.


Subrace: Subraces are what define and make you unique compared to other races.

Half-Hillgiant

Ability Score Improvement: You gain a +1 to Strength


It's Good Enough: When making an attack with an improvized weapon, the damage dice it 2d4. If the item is cosidered to be large, its damage dice is 3d4.


Bigger Means Better: You have proficiency with all weapons that have the Heavy and Two-Handed property.

Half-Firegiant

Ability Score Improvement: You gain a +1 to your Constitution Score


Forged of Flames: You are resistant to fire damage.


Masters of the Forge: You gain proficiency in the Athletics skill and Smith's Tools.

Half-Stonegiant

Ability Score Improvement: You gain a +1 to your Dexterity score.


Stone Camouflage: You have advantage on Dexterity (Stealth) checks made in rocky terrain.


Stone Skin: You gain a +1 to your AC at all times.

Half-Frostgiant

Ability Score Improvement: You gain a +1 to your Constitution score.


Frost Born: You have resistance to cold damage.


Age of War: Your large sized dice is 1d6 rather than 1d4. You also gain proficiency with one of the following skills: Acrobatics, Athletics, or Intimidation

Half-Cloudgiant

Ability Score Improvement: You gain a +1 to your Charisma score.


Mind, Not Body: You have resistance to Psychic damage.


Innate Spellcaster: You gain the fog cloud cantrip and detect magic cantrip. Beginning at 3rd level, you can cast misty step once per day. Charisma is your casting modifier for these spells.

Half-Stormgiant

Ability Score Improvement: You gain a +1 to your Strength score.


Storm-born: You gain resistance to Thunder or Lightning damage.


Born of Kings: Once per day, as an action, you can spend your action to give an inspiring set of words. A number of creatures equal to your charisma modifier gains advantage on their next attack roll.

Feats for Large Races

Improved Weapon Bonus

Prerequesite: 5th level, Half-Giant

While wielding a large weapon, you gain 2 bonus damage dice rather than 1.

Giant's Endurance

Prerequsite: Half-Gaint

Your Constitution Score increases by 1.

Anytime you rest for more than 30 minutes, you gain your Constitution Modifier + your Proficiency Bonus in Temporary Hit Points.

Rune Magic

Prerequesit: 8th level, Half-Giant

Select one of the runes from the Rune Knight subclass. You can use that runes ability once per long rest.

Improved Forge od Flames

Prerequsite: Half-Firegiant, 16th Level

  • You gain a +1 to one Ability Score of your choice
  • You gain immunity to Fire Damage
Improved Frost Born

Prerequsite: Half-Frostgiant, 16th Level

  • You gain a +1 to one Ability Score of your choice
  • You gain immunity to Cold damage
Improved Mind, not Body

Prerequsite: Half-Cloudgiant, 16th Level

You gain immunity to Psychic damage

Improved Storm-Born

Prerequsite: Half-Stormgiant, 16th Level

  • You gain resistance to Thunder or Lighting
  • You gain immunity to Thunder or Lighting
Ancestral Boost

Prerequesite: Half-Giant

You gain one additional feature from your non-giant ancestry. This feature can also be from a chosen subclass.