Hag-Borne Firbolg (5e Race Variant)
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Hag-Borne Firbolgs are a certain type of breed created from the illicit union of a hag and a giant. Born of ancient and dark magic, these species tend to be more violent and unruly than their fey brethren. Typically abandoned as youths or inducted into covens, hag-bornes tend to have a rougher life than most.
Hag-Borne Firbolg Traits
Ability Score Increase. Your Strength score increases by 1.
Age. Hag-Bornes reach physical maturity around their early twenties, but fully develop mentally around age 30. Due to their heritage, hag-bornes are capable of living to be around 400, although it isn't unheard of for a hag-borne to live a century or two longer.
Alignment. Hag-Borne firbolgs tend to lean towards chaotic and evil alignments on account of their warped fey and giant blood. Some hag-bornes are capable of surpassing their innate alignment to shift towards more lawful mindsets; especially if they were raised by other fey-born firbolgs.
Size. Hag-Bornes are typically between 6 to 8 feet tall and weigh between 220 and 280 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Languages. You can speak, read, and write Common and Giant.
Green Hag Legacy
While created from the most common type of hag, Green-Bornes should not be underestimated. Their strong physique mixed with their deceptive magic often makes Green-Bornes powerful mages and warriors. That said, many ostracize Green-Bornes due to their vile, green skin and dopey-looking faces.
Ability Score Increase. Your Charisma score increases by 2.
Illusory Visage. You know the Disguise Self and Silent Image spells and can cast both using Charisma as your spellcasting ability for them. You can cast these spells in this way a number of times equal to half your proficiency bonus rounded down and regain the ability to do so when you finish a long rest. When you cast this version of Disguise Self, you can seem up to 3 feet shorter than normal whenever disguising yourself as a member of another race.
Mimicry. After observing a non-hostile animal for 5 minutes or a non-hostile humanoid speaking for 10 minutes, you can unerringly copy the being's cries and speech. If another creature attempts to discern that the noises are not from their original source, they must succeed an Insight check against your Deception.
Invisible Passage. As an action, you can magically turn invisible until you make an attack, cast a spell, or lose concentration (as if concentrating on a spell with a duration of 1 minute). While invisible in this way, you cannot be tracked or noticed unless by magical means (such as a spell or through Truesight). In addition, you can use the Dash Action as a bonus action while invisible in this way to move up to a maximum of 10 feet of movement. Once you use this ability, you cannot use it again until you complete a long rest.
Extra Language. You can speak, read, and write Sylvan.
Sea Hag Legacy
Born from one of the most horrific looking hags, Sea-Bornes are often feared for their grotesque appearance; even though they share many psychical similarities to normal firbolgs. Often taking up jobs as mercenaries or pirates, Sea-Bornes combine their giant fortitude and repulsive looks to terrify even the most brave of opponents.
Ability Score Increase. Your Strength and Wisdom scores increase by 1.
Amphibious. You can breath in both air and water and gain a swimming speed equal to your walking speed.
Throes of Horror. As an action, you let out a primal roar of giant legends mixed with arcane magic to terrify your foes. Every creature within 20 feet of you must make a Wisdom Saving Throw or be frightened of you. The DC of this saving throw is 8 + your Constitution Modifier + your proficiency bonus. Once you use this feature, you cannot use it again until you complete a short or long rest.
Eyes of Dread. Your eyes have adapted to intense, dark environments and have been mildly enchanted as a result. You gain Darkvision to a range of 30 feet. In addition, whenever attempting an Intimidation check against a target that you're looking at, you can choose to add a bonus to your roll equal to your Wisdom Modifier. You can double this bonus if the target you're making the check against is already frightened of you or an ally.
Extra Language. You learn to speak, read, and write Aquan.
Night Hag Legacy
Both fiendish and stoic, Night-bornes are naturally inclined towards inflicting pain on others. While many become warlocks or wizards to facilitate their arcane goals, it isn't uncommon for them to pursue more physical aspirations. In terms of appearance, Night-bornes can pass themselves off as very tall, broad-shouldered, & perhaps ugly versions of tieflings; something that many use to their advantage.
Ability Score Increase. Your Intelligence score increases by 2.
Infernal Resistance. You have resistance to fire damage and advantage on any saving throw to prevent being charmed.
Dream Speech. As an action, you can touch a sleeping creature and encode an event to occur in its dreams. This event can consist of anything you choose that lasts no more than a number of minutes equal to double your Intelligence Modifier (minimum of 1 minute). A target affected by this ability will remember what event you inflicted upon it, although not that you implanted that dream to occur. While you create an event to happen, you can't influence how the target will react to it. If you cause an event that's pleasing to the target, they gain an additional 1d4 per minute of the dream of Temporary Hit Points which last until the next time they complete a short or long rest. If you included an image of yourself in this type of dream, you can cause the target to become charmed by you for 1d6 minutes after they wake up. If you cause a nightmare to occur, the target wakes up in the next 1d10 minute(s) and doesn't gain the benefits of their rest. If you happened to include an image of yourself in the nightmare, the creature also becomes frightened of you for 1d6 minutes after they wake up. Regardless of what effect you create, you can use this feature once and cannot use it again until you complete a short or long rest.
Nighttime Hunter. You gain Darkvision to a range of 60 feet and can cast Sleep once per long rest.
Extra Language. You can speak, read, and write Infernal.
Annis Hag Legacy
Already the combination of fey magic and giant birth, Annis-bornes inherit a mixture of traits from their parents. Primarily looking like a standard Annis, Annis-bornes are often thought to be the original hag-borne firbolg. Historians credit this birth of race variation when a regular Annis mated with another giant causing an offspring to be produced. From there, other hags began crafting such rituals to create a giant-variation of their breed. Regardless, Annis-bornes tend to act more so like giants and prefer to engage in physical combat rather than arcane.
Ability Score Increase. Your Strength and Wisdom scores increase by 1.
Claws. You have sharp and protrusive claws and can attack with them as if you have proficiency. The damage you deal with them equals 1d4 + your Strength Modifier piercing damage. At 5th, 11th, and 17th level, the damage die you roll increases to 1d6, 1d8, and 1d10 respectively. Also, at 5th level, you've learned to magically pierce through your targets defenses and can count your claw attacks as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Ironed Skin. You have resistance to all forms of piercing damage. In addition, your skin is so hard that it acts as a natural defense against would-be attackers. When you aren't wearing armor, your AC is 10 + your Constitution modifier + your Wisdom modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Experienced Traveler. You have encountered the presence of death several times throughout life and have learned to shrug off many of its terrors. When rolling a saving throw against being frightened by an Undead creature, you can choose to roll with advantage.
Extra Language. You can speak, read, and write Sylvan.
Dusk Hag Legacy
Dealing in dire and decrepit actions, Dusk-Bornes are creatures of the night that manipulate others from the shadows. By taking hold of a being's dreams, a Dusk-Borne can influence a foe on an emotional scale unlike other creatures. Of course, if that doesn't work, then the giant blood flowing through them can knock some sense into their opponent.
Ability Score Increase. Your Charisma score increases by 2.
Nightmarish Restoration. As an action, you can touch a creature and deliver it a wave of otherworldly energy that saps them of their strength. The creature that you touch with this ability must make a Constitution Saving Throw against 8 + your Charisma modifier + your Proficiency Bonus. If they fail, they take 1d10 of necrotic damage, or half as much if they succeed. You then obtain a number of Temporary Hit Points equal to half the amount of damage you dealt. At 9th and 16th level, the damage you deal increases to 2d10 and 2d10 + your Wisdom modifier (minimum of 1) respectively. You can use this feature once per long rest.
Force Rest. When you see a creature awaken from sleep or unconsciousness, you can force them back to slumber. As a reaction you make whenever you see a creature wake up or come back to consciousness, you can force that creature to make a Wisdom Saving Throw against 8 + your Charisma modifier (minimum of 1) + your Proficiency Bonus. If failed, that creature immediately returns to their previous condition and reawakens on their next turn. Another creature cannot reawaken a being afflicted by your ability unless you fall unconscious before the afflicted being's next turn. This feature can be used once and can be used again after a short or long rest.
Manipulator. You are a master of words when it comes to getting what you want. Whenever you roll a Persuasion check to persuade a humanoid into doing an act that is not beneficial for its own well being, you can roll as if you have proficiency in the skill, even if you don't already have it.
Extra Language. You can speak, read, and write Infernal.
Bheur Hag Legacy
Hailing from frost-ridden landscapes, the Bheur-Borne is well attuned to arctic temperatures. Often descendants from frost giants, Bheur-Bornes tend to be the least expressive type of firbolg on account of their cold blood. Additionally, they also are the most varied hag-born in terms of occupation. While many lean towards mysticism, just as many venture into more laborious jobs to ply their trade.
Ability Score Increase. Your Dexterity and Charisma scores increase by 1.
Numbing Resistance. You gain resistance to cold damage and advantage on any saving throw to prevent being poisoned. Alternatively, you can choose to forgo your advantage against the poisoned condition to gain immunity to cold damage.
Overpowering Frost. Whenever you make an attack that deals cold damage, you can use your reaction to reroll a single damage die. You must use the new roll, even if it deals less damage than the original one. At 12th level, you may choose to use either roll.
Ice Walker. You have mastered traversing across icy surfaces during your travels. Icy terrain no longer counts as difficult terrain for you. In addition, you can climb any wall covered in ice without making an ability check to do so.
Extra Language. You can speak, read, and write Auran.
Ash Hag Legacy
Ash-Bornes are types of hag-bornes who have a natural affinity for fire. Usually looking as if their skin has been recently burned, Ash-Bornes are constantly covered in grey garments that reflect their pale complexions. Many tend to congregate around large fire outbreaks; especially those with many casualties. As such, they always seem to be covered in ash by onlookers leading to their dubbed ancestry.
Ability Score Increase. Your Intelligence score increases by 2.
Fire Attunment. You have learned how to manipulate the power of fire into fueling your attacks. You gain resistance to fire damage. In addition, every time you take fire damage, you can use your reaction to channel that energy. When channeling, you can augment either your hag blood or giant blood. While augmenting your hag blood, you can convert any spell you cast that does cold or lightning damage into fire damage. While augmenting your giant blood, you gain a bonus to all your melee attack rolls equal to half of your Intelligence modifier (minimum of 1) rounded up, alongside being able to add an extra damage die to your attack of fire damage. You use this feature as if you're concentrating on a spell with a duration of 4 rounds. Once you use this feature, you can't use it again until you finish a long rest.
Ash-Clad Lungs. You have had practice with breathing polluted airs. You cannot become poisoned by breathing in polluted air or spores.
Extra Language. You can speak, read, and write Ignan.
Mute Hag Legacy
Regarded by many to be the most violent hag-borne, Mute-Bornes actively seek out others to hunt. According to Elvish legends, Mute-Bornes originally carved out their own tongues and eyes to fully dedicate themselves to battle. And while no evidence of that remains today, Mute-Bornes rarely speak of anything but fighting. Attributed to their naturally blood-blotched skin and pupiless eyes, Mute-Bornes are widely feared and might find themselves being hunted in return.
Ability Score Increase. Your Strength and Intelligence scores increase by 1.
Battletide. You have spent long times preparing yourself for the onset of battle and have quickly prepared yourself for such encounters. When rolling for initiative, you can choose to add your Intelligence modifier to the roll in place of your Dexterity modifier.
Virulent Riposte. Whenever you are hit by a critical hit melee attack, you can use a reaction to attack in return. Provided the critical hit doesn't reduce you to 0 HP, you can make an attack roll against the attacker with an equipped weapon and deal one more damage die of the same type if you hit.
Deft Senses. The fey blood in you constantly provides aid. You gain Darkvision to a range of 60 feet & Blindsight to a range of 5 feet.
Extra Language. You can speak, read, and write Sylvan.
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