Description

Some say that firbolgs evolved from plants. Others say they are from another world. Researchers claim that they are a variation of Unknown. They were created by the god of mystery and the unknown, which justifies their mysterious origins and the shrouded design behind those creatures. Firbolg have humanoid anatomy, but their size reminds of ogres. Despite their big size, they often go unnoticed within any natural environment. Firbolgs have a strong bond with nature and magic that can keep them away from unwanted attention. They are usually peaceful creatures, living in small tribes, hidden in forests. Druids are always looking to interact with them, as they can learn a lot from them. Avoiding large settlements and rarely living in cities, Firbolg often have a rough appearance, unaware of any social standards of dressing or styling. They are usually quite strong and wise creatures, with lifespans that allow them to watch civilizations rise and fall

Origins

Vermillion was the sole creator of Firbolg.

Genetics

Firbolgs have ellusive personalities and curiosity to observe the natural world evolve. They are naturally big and strong. They are inclined towards neutrality, but would prefer order over chaos.

Lifespan

Firbolgs live up to 500 years.

Homeland

Savage Lands, Wildlands

Also found in

Eratus, Unified Caldar

Reputation

Firbolg in the Savage Lands are known as the "Wise Giants" and are rarely attacked. In the Wildlands they are a secretive race that guides Goliaths and Shifters away from destruction and conflict.

Alive/Extinct

Firbolgs are alive until the 4th era.

Firbolg Traits

As a firbolg, you have the following racial traits.

Ability Scores: Increase your Wisdom by 1.

Creature Type: You are a Humanoid.

Size: You are Medium.

Speed: Your walking speed is 30 feet.

Firbolg Magic: You can cast the detect magic and disguise self spells with this trait. When you use this version of disguise self, you can seem up to 3 feet shorter or taller. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Hidden Step: As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Speech of Beast and Leaf: You have the ability to communicate in a limited manner with Beasts, Plants, and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Languages: Your character can speak, read and write (writing requires INT score 6 or higher) Common and one other language of your choice that you and your DM agree is appropriate for your character's backstory. A list of languages and their regions can be found in Languages.