[Ostoria] New 5e races and options for the Age of Giants

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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides »

Doppelganger
Shapeshifting doppelgangers trust only an inner circle and survive by deceiving all others. Doppelgangers are born as members of other races then must adapt to the losses suffered when their true nature surfaces as young adults. Some are adopted by giant lords to act as spies and emissaries, others fall into a life of crime. Though their numbers have declined since the fall of the empires of their creators, doppelgangers are more common in the Ostorian Age than in later periods.
Like Wax
Doppelgangers are born as apparently normal babies of other humanoid races. As the child matures something might seem off. The child might be lazy and fail to apply himself to learning the traditional skills of his people. Other oddities such as an elf child who sleeps or a human child’s excellent night vision begin to set them apart. Then as young adults they discover they are not who they thought they were. They gain the ability to mimic the appearance of any individual they see with no regard for gender, race, or culture and discover that their natural form is of a hairless sexless grey humanoid with the look of melted wax and pupil-less yellow eyes.
Born to Deceive
Although the doppelganger’s body can look like anyone, the disguise cannot be perfect without an act. Shapeshifting does not impart languages, knowledge, mannerisms, or typical behaviours; these the doppelganger must learn by studying the role and then execute by its skills in acting and deception. Many learn to shadow or capture their victims in order to learn what they need to know to perfect the role. Most eventually unlock a limited psionic power to read surface thoughts and thus learn a person’s name, fears, motivations, and memories brought to the surface.
Designed to deceive it is no surprise that doppelgangers have trouble trusting others. They develop strong friendships with a small group of people they feel they can trust and rely on no one outside of their inner circle. Doppelganger groups show great intelligence and care in planning missions and heists to ensure there is little risk of discovery and no witnesses. Another common personality trait is laziness, why work hard to earn what you want when it is so much easier to dupe riches out of others?
Servants of Lost Empires
The Batrachi built vast empires and with their potent magic created many races to serve them. The doppelgangers were created to blend in or present a pleasing face as needed. They served the Batrachi as assassins, informers, emissaries, spies, and entertainers. When the last empire of the Batrachi fell some doppelgangers found new masters among the dragons and giants and continued to serve. Those in the employ of a powerful lord like a cloud giant or silver dragon trust that lord as part of their inner circle. If that trust is ever broken the doppelgangers vanish taking the lord’s secrets with them. Doppelgangers without masters lack the trust to build a civilisation of their own and instead form small bands of criminals assuming roles that enable them to steal what they need. They also sometimes fall in with criminals of other races.
Hidden Cuckoos
Dragons and giants consider some doppelgangers to be loyal and useful agents, and the rest parasitic vermin. Doppelgangers in the employ of nobles of other races serve masters they trust and are rewarded for that loyalty. That many doppelgangers are trusted servants of ruling giants and dragons gives the race a veneer of acceptability they lack in later ages.
Humanoids fear doppelgangers, except perhaps those who serve the same giant or dragon lord. They are especially feared by the elves of Ilythiiri, who realise the amount damage an imposter in a powerful political position could do. The rumour that doppelgangers are around spreads paranoia and fear through a humanoid community. That some doppelgangers often kidnap victims in order to study them or stalk people in their most private moments furthers distrust of the race.
The doppelganger method of reproduction worsens race relations. Doppelgangers assume the form of a comely male humanoid to woo a female humanoid. The doppelganger then leaves and the young is born as a member of the mother’s species. At adolescence the new doppelganger discovers its true nature and feels and instinctive urge to find its own kind.
The Inner Circle
Most doppelgangers are adventurers. Forced out of home early, they fall into lives as agents or criminals taking large short-term calculated risks in the hope of great gains and a life of ease later. They come to regard the adventuring party as their inner circle trusting and remaining true to these comrades and mistrusting all others. While doppelgangers have a poor reputation others in a party discover a companion they can trust with their lives and who is not easily fooled is a boon.
Names
Doppelgangers have no naming conventions of their own. Their mother of another race gives their birth-name to them. Then during their lives they adopt the names of many roles.
Traits
Ability score increases. Increase your charisma, constitution, dexterity, and wisdom all by 1.
Alignment. Deceit, laziness and greed pull them towards chaos and evil. Loyalty to their inner circle and a tendency for careful planning draws them towards good and law. However, in the end their strong survival instinct trumps these equal and opposite opposing forces. Most are true neutral. Player character doppelgangers can be any alignment.
Type. Monstrosity (shapechanger).
Languages. Common and one humanoid language from those known by your birth race.
Actor's Instincts. You have proficiency in the Insight and Deception skills
Slippery Mind. You are immune to the Charmed condition.
Cuckoo. Choose one Small or Medium player character humanoid race. Your character looks like a member of that race and may not even know they are a doppelganger! You do not gain the traits of the other race. If the race has a natural weapon, such as the lizardfolks' bite then yours does only the same damage as your unarmed strike, though damage type can change to match the emulated attack.
Size. At first level your size can be Small or Medium to match your birth race. At 3rd level your Size becomes Medium.
Speed. Your speed is 30 feet.
Darkvision. You have a Darkvison range of 60 feet.
Shapechanger. At 3rd level you can use an action to polymorph into a Small or Medium humanoid you have seen or back into your natural form. You can even mimic specific individuals you have seen. Your statistics except Size are not changed. Your equipment, including clothing, does not change. If the race has a natural weapon, such as the lizardfolks' bite then yours does only the same damage as your unarmed strike, though damage type can change to match the emulated attack. You revert to your natural form if killed.


Doppelganger racial feats
Through training and meditation doppelgangers can become deadly unarmed combatants and unlock the ability to read the thoughts of others.
Mind Reader
You have gain the ability to read the thoughts of others.
Increase your Charisma score by 1.
Read thoughts. You can magically read the surface thoughts of one creature within 60 feet of you. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, you can continue reading its thoughts, as long as your concentration isn't broken (as if concentrating on a spell). While reading the target's mind, you have advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.

Living Weapon
You have learned the traditional martial art of your people
Increase your dexterity score by 1.
Ambusher. In the first round of combat you have advantage on attack rolls against any creature you have surprised.
Unarmed slam. Your unarmed strikes have the finesse quality and do 1d6 plus dexterity or strength modifier bludgeoning damage.
Last edited by Coronoides on Sat Jun 15, 2019 6:57 pm, edited 2 times in total.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides »

A new dragon sub-race. Only the gold to go now.

Silver Dragon
Silver dragons have noble profiles and are gleaning silver in colour. Silver dragons are among the friendliest dragons. They often seek out the company of humanoids and help those in need.
Level Adjustment. A young silver dragon in the Ostorian Age begins at 12th level with 2 class levels. Being a silver dragon is worth 10 levels. In other campaigns a silver dragon can join at 11th level with one class level.
Ability Score Increase. STR+6*, CON+5*, INT+2, WIS+1, CHA+3.
*Using Epic Boon variant rule (DMG230) a silver dragon can Raise STR to 25 and CON to 23. Dragons use a variant of the Epic Boons alternative rule (DMG230). After 20th level a dragon can always use epic boons to raise ability scores to +2 higher than the values given in the MM or 20 which ever is higher. Where other characters might need divine intervention or other story based excuses to do this dragons already have and excuse, they’re dragons!
Alignment. Most silver dragons are lawful good. Player character silver dragons can be of any alignment.
Dragon Breath. Cold and paralysing breaths as per the MM. Your paralysing breath begins as a 15 foot cone and then improves to a 30 foot cone at level 13.
Dragon Scales. Your natural armour class is 18 + Dexterity modifier. If you have other sources of armour class, such as worn armour, calculate each separately and use the highest only.
Racial Hit Dice. You gain 6d10 hit die.
Racial Hit points. Your maximum hit point increases by 6d10 (or 42) plus your Con modifier multiplied by 6 hit points.
Learned. Silver dragons have an interest in lore, arts, history, and the other peoples of the world. You gain proficiency in Arcana or History as well as one other skill proficiency of your choice.
Immunity. You are immune to cold damage
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides »

Added immunities to dragons. Changed giant 6500gp list to 'any class'. Updated post about rocks.

Dragon Any Class 6500gp
Ten regular healing potions, ten vials of antitoxin, ten vials holy water, merchant’s scale, one pound ingot of silver, one pound ingot of gold, hall built on a small estate as a lair, silver ewer (worth 25gp), tiger eye gem (worth 10gp), and 90gp.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides »

Gold Dragon
The majestic gold dragons are devoted foes of evil. A gold dragons regal face is decorated with frills and barbels and its long gold scaled body ripples with muscular strength and grace.
Names: Male Palarandusk (GHR92), Aerosclughpalar “Gildenfire,” (GHR109). Female Tlanchas (GHR96).
Level Adjustment. A young gold dragon in the Ostorian Age begins at 12th level with 1 class level. Being a gold dragon is worth 11 levels. In other campaigns a gold dragon also joins at 12th level with one class level.
Ability Score Increase. STR+6*, DEX+2, CON+5*, INT+3, WIS+1, CHA+3.
*Using Epic Boon variant rule (DMG230) a gold dragon can Raise STR to 25 and CON to 23. Dragons use a variant of the Epic Boons alternative rule (DMG230). After 20th level a dragon can always use epic boons to raise ability scores to +2 higher than the values given in the MM or 20 which ever is higher. Where other characters might need divine intervention or other story based excuses to do this dragons already have and excuse, they’re dragons!
Alignment. Most gold dragons are champions of good and justice, they are lawful good. PC gold dragons can be any alignment.
Dragon Breath. Fire and weakening breaths as per the MM.
Dragon Scales. Your natural armour class is 18 + Dexterity modifier. If you have other sources of armour class, such as worn armour, calculate each separately and use the highest only.
Racial Hit Dice. You gain 7d10 hit die.
Racial Hit points. Your maximum hit point increases by 7d10 (or 42) plus your Con modifier multiplied by 7 hit points.
Damage immunity. Immune to Fire damage
Learned. You may choose one extra skill proficiency and one feat.
Sagacious. You gain proficiency in the insight and persuasion skills.
Sea Dragon. You are amphibious, able to breathe water and air. You have a base swim speed of 40 feet.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides »

I'll dragon 'fluff' here as it is developed.

Flying Devastation
Dragons are impressive creatures muscular power, claws, fangs and an aura of elemental power causes awe in humanoids and even giant to pause. Young dragon vary considerably in size depending on their breed ranging from 23 to 35 feet snout to tail tip but much of this length is serpentine neck and tail. Young dragons weigh 1410 to 2500 pounds. Males and females do not differ in size. All true dragons are quadrupeds with and additional pair of limbs that are wings. New born, a dragon’s scales are a dull and muted version then as they age the colours become more vibrant and gleaming. A young dragon is part way through this process. For example a newly hatched bronze wrymling is yellow tinged with green, a young bronze dragon has bronze scales flecked with yellow-green, as the dragon matures the colour deepens to a rich bronze. A dragon’s eye colour is determined by her breed but in all cases pupils fade as elemental power matures within them and their eyes become glowing orbs. A young dragon’s pupils are small points set in dimly glowing eyes. Dragon’s eschew clothing, armour, and worn decoration; a proper dragon can do nothing to improve the appearance of might and power the gods have given her and certainly does not need the armour of weakling humanoids. In the Ostorian Age dragons can see the benefit of worn magic items that provide powers they do not naturally possess. They have also adopted the giants bag as a convenient way to carry goods when travelling. Dragon talons are dexterous enough to slip the bag’s loop over their neck.
Acquisitive and Proud
Dragon’s live for more than a thousand years growing in size and power for almost all of that time. They are also territorial predators who need ever more land for hunting as they grow and a hoard of wealth and potent magic items to ensure security as kingdoms rise and fall around them. This makes them an ambitious race constantly seeking to expand their territories and add to their hoards. They are also very aware of the great power their gods have given them. Strength, flight, breath weapons, and armoured hides make them superior to most creatures and rivals of giants. The long view of a being that will live a thousand years and belief in their own superiority makes dragons aloof or arrogant.
Dragons are solitary predators with little emotional need for company. Even mated pairs separate once the hatchlings leave. However, young dragons wander seeking a lair, lands, and wealth and in that seeking become embroiled in the doings of humanoids and giants who hold the lands and wealth the dragon wishes to accumulate. Young dragons might hire out as mercenaries, perform quests in exchange for land titles, seek treasures in the ruins of the Creator Races, or turn to crime. For the most part a dragon regards those she deals with as simply a means to an end, metallic dragons though might come to respect and care for a few people who are unwavering in their commitment to do good. As their might grows and they become more secure in their holdings dragons become isolated from the small goings on of those who live within their lands.
Fallen Kingdoms
Long before the rise of Ostoria dragons ruled the world. Individual dragons where undisputed kings of their territories and alliances of dragons created empires lording over vast tracts of land and millions of humanoids. Some of these dragon kingdoms still exist. Even within giant lands, dragons seek to own land and become local lords. A mature dragon of the Ostorian age lives in a palace or castle built by the humanoids over whom she rules. Young dragons often travel to earn or claim lands of their own and the funds to build their abode. Dragons accept treasures and food as tribute from their subjects but still love to hunt. Large areas of an established dragon territory are set aside as hunting reserves. Magic seeps out of a dragon, its continuing presence infuses the lands within 6 miles of a dragon’s castle effecting living things, geography and weather. For example around a gold dragon lair people might feel the presence of the dragon in their dreams, banks of scitilating mist roll across the land and gemstones glow with dim light. Though they have no hands themselves and need to tools dragons do value beautiful and magical objects humanoids and dragons can make.
In the first centuries of the Thousand Year War dragons on both sides of the conflict see their lands and subjects devastated. Later, when even metallic dragons are drawn into conflict with Ostoria, dragons are progressively killed or driven from their lands. As the war grinds towards an end those that survive do so by hiding in caves far from the massed giants and humanoids seeking to kill them. In the later ages of the world dragons are isolated creatures ruling unpopulated wild lands often from a simple cave.
Sleeping Dragons
Before the Thousand Year War dragons lived in Ostoria and the rest of the world in relative peace with the giants (VGM). Dragons had spread across the world long before the arrival of the giants and to this day dragons live within the borders of Ostoria. Long ago the organised might of the giants took lands from the disunited dragons. Today no giant considers the scattered dragons living within the empire to be a serious threat to Ostoria. The dragon nations that remain are too small and weak to challenge Ostoria and too fractious to form an alliance against the Colossal Kingdom. Most dragons live amicably with their giant neighbours. Certainly, some dragons, especially chromatic ones, become bandits and some dragon nations occasionally skirmish with the smaller giant kingdoms but these are exceptions.
Humanoids of the Ostorian Age are accustomed to powerful beings and respect metallic dragons who treat them patronisingly but with kindness. Metallic dragons often act to curb the excesses of evil giants and for than humanoids under giant rules are thankful. Chromatic dragons chafing under giant rule often take their frustrations out on humanoids. Humanoids living under chromatic dragon rule face cruelty and often slavery. Chromatic dragons are rightly feared and mistrusted by humanoids.
All this of coarse changes if you choose to play during the Thousand Year War period. Although initially only the chromatic dragons rallied behind Garyx all of dragonkind was eventually drawn into the war. Dragons of all breeds face increasing prejudice from all races as the war grinds on.
In search of territory.
Initially young dragons seek land. They might do this by exploring the wilderness beyond existing kingdoms, by earning land through performing great deeds for a ruler, or amassing enough treasure to buy it. Even when land is secured the young dragon then seeks funds to raise a palace or castle and treasure to fill it. Metallic dragons are also great champions of good and may be drawn into adventure to end cruelty or fight injustice.
Names
For dragon names you could use descriptive names like Thunderwing or Redclaw and assume these are translations of the Draconic. Alternatively, use a ‘Dragonborn Clan’ name (PHB34, XGE175) as a personal name in Draconic or combine two draconic words from the Draconomicon (2e or 3e D&D era). Some known dragon names by breed are given below.
Gold dragon: Male Palarandusk (GHR92), Aerosclughpalar “Gildenfire,” (GHR109). Female Tlanchas (GHR96).
Silver dragon. Rhimnasarl (GHR67)
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides »

Those of you who look at my Council of Wryms project or have my race design book will note the dragon races in each of these sources is different. That’s because each is intended for a different usage.

Ostorian dragons are very close to the MM versions and have pretty high LA’s. Higher LA’s makes for simpler level 12 characters with fewer traits. Since everyone in Ostoria is starting at level 12, the high LA dragons are available from the start. The Ostorian Age is a new setting with a focus on Giants and dragons therefore lots of RP detail is given. They are Young and don’t advance in age category. A starting brass dragon is LA9.

Tinker’s Toolkit Race Design Dragons are intended to be as acceptable as possible in most campaigns. For this reason LA is kept low by making them a little weaker than MM young dragons (eg. breath weapons are weaker at the start then improve as levels are gained). This enables dragons to join a campaign sooner. The races are presented in short form with little detail to allow many races to be in the same book (37! Races including pixies, centaurs, Minotaurs etc). They are Young and don’t advance in age category. A starting brass dragon is LA6.

Council of Wryms dragons . Unlike most campaigns, Council of Wryms campaigns run for over a thousand years of game time. Time for dragons to grow from wrymlings to ancient Wryms. Rules for dragon aging are provided but this makes the rules more complicated than the other two versions. Council of Wryms dragons have very similar racial traits to MM dragons but since they start as wrymlings LA is lower. Between the boxed set and my conversion notes this is the most detailed treatment of dragons as a PC race for 5e. A starting brass dragon wrymlings has LA 4.

For fun here is a starting level 7 brass dragon using the Tinker’s Toolkit rules.
https://www.dropbox.com/s/mp6hp2dbih6u6 ... 9.pdf?dl=0
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides »

A small edit to doppelgänger traits.
And again on 16/06/2019
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides »

EDIT: fixed an issue with the practiced weapon trait.

This is the next version of this rule. It’s a little more complicated than just adding HD but the resulting PCs will be in the right range for damage dealing and hit points for 12th level characters.

Quick-to-create and easy-to-play 12th level characters.
Creating characters at 12th level can take a long time. When completed these PCs have a large number of features. If you are not familiar with your chosen class remembering all these features can be overwhelming. Taking a high LA race can help because such races have fewer and simpler features than the equivalent class levels.
Extra Level Adjustment (ELA)
EDIT: This option removed after further analysis and playtesting
Last edited by Coronoides on Sat Jun 20, 2020 9:07 pm, edited 2 times in total.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides »

So I did a lot of work on this project today, specifically a new race the fog giants. Also a few associated details like adding pipes and milk-weed pods to the equipment list and some stuff about Hiatea. Needs a little more work filling in gaps before appearing here. This post is mostly to say I’m still working on this project.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides »

Fog Giant (Part 1)
“By tradition, a young giant may not mate until he has obtained at least one large ornament of silver. Usually, the young giant joins with several other in a quest to find one (or Aquire enough treasure to buy one).” Monstrous Manual-project leader Tim Beach.

Ascetic but athletic primitives. These tall muscular giants often leave their coastal wilderness homelands earn silver as sellswords. Fog giants occupy a high place in the ordening just below cloud giants but they rarely exert this political power.

Ascetic athletes
These giants have milk-white skin and silvery hair. They are hirsute, males and females have ample fine silver body hair but neither sex grows facial hair. Unlike their refined cloud giant cousins, the rigours of life without beasts of burden and few tools packs muscle onto their broad frames. Their arms in particular are over-muscled from their obsession with boulder-throwing games. Fog giants of both sexes generally wear only a loin cloth held in place by a broad belt and foot wraps all made from pale tawed leather or the pelts of white beasts. High status fog giants add silver studs and jewellery. Typically, armour is not worn even to war. However, in the last decades of the Thousand Year War some fog giant heroes begin to wear white dragon hide armour studded with silver. The one accessory every fog giant sports is a massive ornately carved club of bleached wood. Rarely, a fog giant goes armed with a huge sword either the product of their own crude metal-working or a gift from a cloud giant employer.

A simple life lived well
Fog giants are often portrayed as primitive uncultured oafs in songs but this perhaps is due to the influence of cloud giants. Fog giants are actually quite intelligent, they live primitively and simply by choice not because of limited intellectual capacity. Central to fog giant philosophy is rejection of cloud giant materialism and political ambition in favour of a simple life well lived. They enjoy physical games including wrestling and boulder throwing rather than fine art and poetry. Rather than the cultured manners and arrogant confidence of cloud giants, fog giants are known for being as quiet in ambush as they are boisterous in carousing.
Fog giants have largely withdrawn from the wider society of the Jotunbrud principally using their place in the Ordening to expel lower ranking giant breeds from their territories. Fog giant culture follows the vision of its founders seeking a simple life lived well. A fog giant family stakes out a territory large enough to support them by hunting. Hunting is central to the culture. The hunting group is only second to the family in a fog giant’s heart.

Distant mist-clad wilds
Fog giants dwell in isolated coasts, marshes, and boggy forests; all places prone to fogs. They prefer temperate climates that support their minimalist culture in comfort. A fog giant clan is housed in simple shelters within protective caves, canyons or thickets. A hunting group’s territory is about 24 miles across clearly delineated with boulder and log markers. The territory of a family might include that of several groups. A territory is criss-crossed by trampled pathways and dotted with frequented camp sites. Caves and campsites are often protected by deadfall traps triggered by a well-placed thrown stone that bring logs or boulders crashing down on trespassers.
Fog giants are hunter-gatherers but know some metalwork and value silver, their sacred metal. Their diet is largely skewered meats roasted over an open fire but they also eat fruits and sweets. They do not brew alcohol. They also smoke bitter milk-weed pods. Neighbouring fog giant families often have disputes, especially over hunting land in lean seasons. However, these disputes are resolved by fist fights, not clubs and swords.

Mercenary isolationists
Soon after creation of the cloud giants a faction took issue with the materialistic society the rest of their brethren were building and left for the wilds. Despite having split from cloud giants in the early years of Ostoria, Fog and cloud giants have sufficiently similar temperaments that they work well together. It is not unusual for a cloud giant noble to hire fog giants as hunting companions or sellswords.
Other than their relationship with cloud giants, fog giants do not mix well with other races. In fact, they prefer their homelands to be as isolated as possible from other peoples and the intrigues of Ostorian politics. They sometimes can be bartered with to perform tasks for those who at least seem to share the moral perspective of their alignment, especially if the payment is in silver.
As a rare offshoot of cloud giants rank just below Cloud Giants in the Ordening placing them above fire, frost, and hill giants. Therefore, they are treated with curious deference by most giant breeds. Fog giants rarely use the political power they hold beyond expelling other giants from their territories.
Humanoids regard fog giants with fear and curiosity unsure what to expect from these rare giants who behave unpredictably in tales and songs. The few that are seen are boisterous sellsword warriors adding to the perception that fog giants are to be avoided.

For love and silver
Silver is a sacred metal to fog giants. By tradition a fog giant may not mate until they possess at least one large ornament of silver. The quest to gain such treasure could be the start of an adventuring career. Fog giants also hire out as sell swords demanding payment in silver.
Fog giants prefer to face dangerous situations the way they face a hunt, approach with stealth to enjoy the advantage of surprise. Only a fool rushes in. Fog giant adventurers often come to regard their companions as a new hunting group and give and expect extreme devotion from the group members.
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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides »

Fog Giant Part 2, Crunch
Traits
Level Adjustment. In the Ostorian Age a fog giant begins at 12th level with 4 class levels. In all other campaign settings, a fog giant begins as an 11th level character with 3 class levels in a class. Being a fire giant is worth 8 levels.
Ability Score Adjustments: The following ability scores increase by the given amounts: Strength +8*, Constitution +4*, and Wisdom +2.
*Using Epic Boon variant rule (DMG230) a fog giant can raise STR to 27 and CON to 23. Giants use a variant of the Epic Boons alternative rule (DMG230). After 20th level a giant can always use epic boons to raise ability scores to +2 height than the values given in the MM or 20 which ever is higher. Where other characters might need divine intervention or other story based excuses to do this giants already have an excuse, they’re giants!
Alignment. Most fog giants are either neutral good or neutral evil. PC giants can be any alignment. However, since fog giant culture is built on bonds to others while encouraging competition and the right for each individual to live well most have a balanced neutral position on chaos-law axis.
Fog giants want a simple life well lived. They seek companionship in families and hunting groups and find joy in games of strength and athleticism. The only material goods they value are silver and clubs carved with traditional decorations for spiritual reasons as well as a mark of status.
Maat. After obtaining sufficient silver, successfully woo a mate into a long-term relationship. The amount of silver required is worth gp equal to ten times the Ordening of the target of your affections. The birth or adoption of a child. Each new member of your hunting group if your group numbers less than 5 before the new addition. Beating a higher Ordening giant of any breed in an athletic contest such as wrestling, arm wrestling, or boulder tossing. Obtain silver with gp value equal to current Maat or higher by any means. Carve a club and roll higher than your current ordening on the attempt.
Maug. Your mate, child, or a hunting group member ends your relationship or dies. Lose an athletic contest such as wrestling, arm wrestling, or boulder tossing against any creature. For each day without sufficient food or water. Lose possession of silver in any amount for any reason. A fog giant would rather pay with an equal value of copper or gold coins than part with any silver coins.
Size. Fog giants average around 24 feet tall and mass between 2300 and 4025 pounds. Your Size is Huge and your reach is 10 feet. The first two Extra Attacks you gain from a class are replaced by a 1d10 hit die and associated increase in maximum hit points each time.
Age. Fog giants of the Ostorian era live to about 750 years of age. This span diminishes with each generation, by the modern era of Toril few live past 375 years.
Speed. Your base walking speed is 40 feet.
Giant Hide. Your thick skin provides and armour class of 13 plus your Dexterity bonus. If you have other sources of armour class, such as worn armour, calculate each separately and use the highest only.
Wilderness Hunter: You are proficient in athletics, survival, stealth, huge rocks and great clubs. Your unarmed attacks are natural weapons doing 1d10+STR bludgeoning damage.
Keen senses: advantage on Wisdom (Perception) checks for both smell and hearing.
Blend into fog, mist, falling snow, hail, or heavy rain. This works like Mask of the Wild for these conditions (PHB24).
Racial Hit Dice. You gain 6d12 hit die.
Racial Hit points. Your maximum hit points increase by 6d12 (or 42) plus your Con modifier multiplied by 6 hit points.
Giant Resilience. You are proficient in Dex, Con, and Cha saves. If your class or another feature grants you proficiency in one of these saves you gain no further benefit.
Design Notes
With a thick hide as well as good strength and constitution, playing a fog giant adds some combat prowess to any class. However, at level 11 or higher without armour proficiency from a class a fog giant cannot linger on the front line. When hurt use your high speed to fall back and throw rocks. The fog giants begin with four class levels providing enough features for meaningful specialisation.
Based on the 2e Monstrous Manual creature. The Fog Giant was first seen in the 1e Fiend Folio. No official 5e version of the fog giant exists yet. This giant breed is Huge but does not have the numerous magical powers of other giants in the over 20ft height range making them easier to play and allow more class levels. Since they are also not stupid and not evil they are a good choice for PC use.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides »

Sod, just found out there is now a WOTC 5e version of Fog Giant. Will probably have to redo a lot of the last two posts.
https://forgottenrealms.fandom.com/wik ... and_Benign

Reading the Extra Life pdf the fog giants in that are utterly different to those of earlier editions. In 5e they have become simply low status cloud giants turned to banditry. Not particularly happy with that and not sure what I’m going to do. I was trying to stay as close to canon as possible but this is a bridge to far.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides »

I present a typical Ostoria Age adventuring party consisting of the Cloud Giant patrician (fighter), stone giant artist (bard), young bronze dragon mercenary (ranger), and a gold elf diplomat from the Feywild (Wizard enchanter).Image
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Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Sturm »

Fantastic party :)
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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides »

Fighting Style: Rock Tosser
When a class grants the feature Fighting Style the following is added to the list of choices:
Rock Tosser: If you are not proficient in rocks you gain proficiency. This cancels the Grasping Talons restriction on applying the Strength modifier on to hit rolls for rocks. You may also use a reaction to catch rocks as described in the Combat section.

See my new thread for rules on catching rocks and other situations that come up with Giant PCs.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides »

Preview of an upcoming article for RPG Review.

Fjell-hjerte Acolyte of Othea the Mountain All-Mother
The lizardfolk had killed Elthiren. Valnethor caught a nasty spear wound during our escape. For two days we
evaded them in the marsh. On that second day we waded past a dead tree trunk bleached white and carved with
glyphs. After that the hunting horns receded. On the third day the water rippled from the rhythmic dull boom of
huge footfalls shadowing us unseen in the mist. The creature stalked us without a splash or cracking branch.
Valnethor collapsed from his infected wound with a pained scream. The vibrations of the monster’s footfalls drew
closer. Sapling willows cracked as she pushed them aside and stepped out of the fog. A young giantess, so tall the
knee-deep water lapped at her hairy ankles. Her skin was pale like milk and, despite her youth, all her hair was
silver. I backed up against a willow trunk and drew my bow. As she knelt by Valnethor muddying her coarse-
spun white robe I fired an arrow. She ignored the wound like an elf not noticing a mosquito. Her hand went to an
ivory amulet on neck as she proclaimed in her guttural tongue. The other hairy arm reached down to Valnethor. I
let loose another arrow. Huge ice blue eyes met mine and narrowed with annoyance. Her hand touched his
shoulder, pus boiled off, swelling subsided, and the weeping wound vanished.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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