Half-Giant

Humanoid, Medium

Available with DM subscription

Racial Traits

Speed —
Age Mature at 20; rarely live past 70 years
Languages Common, Giant
Alignment Tendencies Any (they mirror the convictions of their leaders), Most often Lawful or Chaotic as their current Voice is

Ability Score Increases

Emberline Voskar
STRENGTH
+2
CONSTITUTION
+1
OR
Steppe Voskar
DEXTERITY
+1
CONSTITUTION
+1
WISDOM
+1
OR
Tide Voskar
DEXTERITY
+1
CONSTITUTION
+1
CHARISMA
+1
OR
Chalk Voskar
CONSTITUTION
+1
INTELLIGENCE
+1
WISDOM
+1

Racial Features

Mighty Thews

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You also have Advantage on ability checks and saving throws you make to escape a Grapple. Your body was poured for labor, and no harness, gate, or wrestling hold was built with you in mind.

Usage: Always active

Towering Reach

Your reach is 5 feet greater than normal for your Unarmed Strikes and for melee attacks you make with weapons that lack the Reach property. You still occupy only a Medium space, and you must fold yourself down to fight indoors; the extra reach represents arms and shoulders built for a ten-foot frame.

Usage: Always active

Mirrored Convictions

When you finish a Long Rest, choose one ally who finished that rest within 30 feet of you. That ally becomes your Voice until you finish your next Long Rest. You gain proficiency in one skill or tool in which your Voice is proficient. If you are already proficient in the chosen skill or tool, choose a different one. This is the unfinished binding ritual still working in your blood: you become, a little, whoever last stood beside you.

Usage: Chosen once per Long Rest; lasts until your next Long Rest

Unfinished Forging

You have Advantage on saving throws you make to avoid or end the Frightened condition. Whatever the Tyrant-Magi failed to seal into you, they did finish one thing: a Half-Giant who has been told to stand and hold does not run.

Usage: Always active

Rules Compatibility

Primary Ruleset D&D 5.5 / SRD 5.2
Compatible Rulesets D&D 5.5 / SRD 5.2, D&D 5e / SRD 5.1
Ability Scores The species grants +1 Constitution to every Half-Giant. Each lineage then completes a valid +3 package: Emberline grants +2 Strength (+2/+1 total); Steppe grants +1 Dexterity and +1 Wisdom; Tide grants +1 Dexterity and +1 Charisma; Chalk grants +1 Intelligence and +1 Wisdom (+1/+1/+1 totals). No single ability ever exceeds +2 across a playable base plus lineage combination, and every combination totals exactly +3. Tables using the 5.5 flexible-origin option may instead let a player place a standard +2/+1 or +1/+1/+1 spread among the abilities listed for their chosen lineage, with Constitution always available as one of the choices.
Balance Notes The Half-Giant sits alongside the Goliath, Orc, and Dwarf in overall power. Its base traits are utility and body-shape only: a carrying-capacity boost, a grappling escape bonus, 5 feet of extra reach, Advantage against Frightened, and a once-per-long-rest skill borrowed from an ally. No base trait grants a resistance, a fly speed, or spellcasting. Each lineage adds exactly three narrow traits: one or two passive benefits plus a single modest active, bonus action, or reaction, none of which stacks with the base to produce more than one damage resistance, one spell above cantrip level, or more than one per-rest combat option.

Ready to Explore More Race Options?

Join thousands of players and discover rich racial lore and subraces with Fable Fiesta!

Register to unlock detailed race descriptions, subraces, and adventure hooks!

Sign Up Now - It's Free!

No credit card required. Start exploring in minutes!