Vampant (5e Race)

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Vampant[edit]

"Simple, deliberate, stubborn, and hulking."

Half-giants are widely known for their physical abilities, and for their ability to deal heavy damage to foes during combat, but they are typically shunned by many people for their hulking figures and often simplistic views on life and goals. This is not to say that half-giants are stupid, as many of them, especially storm half-giants can have great intellect, but because of their ability to muscle through problems, they typically do not worry too much about details, and feel they can just plow right on to their goals.

The main thing a half-giant wants in life is acceptance from giants, humans, or both. Some Half-Giants attempt to gain acceptance by accomplishing heroic deeds. Half-giants who are raised among the giant culture will attempt to gain acceptance by honing their combat skills to perfection. Adventuring typically allows them to hone their combat skills and accomplish heroic deeds at the same time, so most Half-Giants who get the chance to will gladly join an adventuring party.

Physical Description[edit]

Half-giants are very tall and well-muscled. They stand 8-13 feet tall and weigh 450-1000 pounds. They typically will look like humans, but at times they are also known to look like the giant of which they are kin. Many, however, are known to look slightly more primal or have skin more closely colored to stone than actual flesh.

Half-Giant Names[edit]

Typically has human names.

History[edit]

Vampant Hungers[edit]

Every Vampant knows a thirst slaked only by the living. Those who overindulge their thirst risk losing control and forever viewing others as prey. Those who resist might find exceptional ways of controlling their urges or suppress them through constant, molar-grinding restraint. In any case, temptation haunts Vampant, and circumstances conspire to give them endless reasons to indulge.

While many Vampant thirst for blood, your character might otherwise gain sustenance from the living. Roll on or choose an option from the Vampant Hungers table to determine what tempts your character to feed.

Vampant Hunger
1d6 Hunger
1 Blood
2 Flesh
3 Cerebral spinal fluid
4 Necrotic Moonstone
5 Soul
6 Life Energy

Vampant Traits[edit]

Design Note: It is very strongly recommended that you use the Large Player Characters and Oversized variant rules.

Simple, deliberate, stubborn, and hulking. Not very nimble.
Ability Score Increase. Your Constitution scores each increase by 2.
Age. Vampant age slightly slower than humans, reaching adulthood at around age 20. T
Alignment. Vampant don't tend toward any alignment in particular.
Size. The smallest Vampant is larger than all but the largest of humans. Your size is Large.
Type. Your creature type is considered to be both giant and humanoid.
Speed. You have a base walking speed of 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray.
Mountain Climber. You have a climbing speed equal to your walking speed.
Vampire Bite. Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing and 1d4 necrotic damage on a hit. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Languages. You speak, read, and write Common and Giant.
Subrace. One of your parents was a cloud giant, fire giant, frost giant, hill giant, stone giant or storm giant. Choose one of these subraces.

Cloud Giant[edit]

Ability Score Increase. Your Charisma score increases by 1.
Cloud Giant Magic. You know the gust cantrip and can cast it at will. Starting from 3rd level, you know the spell feather fall and can cast it once. Starting from 5th level, you know the spell fog cloud and can cast it once as a 2nd-level spell. You regain expended uses of this trait when you complete a long rest. Charisma is your spellcasting ability for these spells.

Fire Giant[edit]

Ability Score Increase. Your Strength score increases by 1.
Fireborn. After 30 mins of maintained contact with metal, your body and metal become hot enough to begin forging or repairs. This counts as a low quality, small forge for the purpose of smithing checks.
Metalworker. You have proficiency with smith's tools.
Desert Native. You are immune to burning temperatures

Frost Giant[edit]

Ability Score Increase. Your Wisdom score increases by 1.
Frostborn. You know the frostbite cantrip and can cast it at will. Starting from 3rd level, you know the spell ice knife and can cast it once, regaining the ability to cast it when you complete a short or long rest. Wisdom is your spellcasting ability for these spells.
Glacial Native. You are immune to freezing temperatures

Hill Giant[edit]

Ability Score Increase. Your Strength score increases by 1.
Barrel Through. When you move, you can attempt to enter the space of a creature that is at least one size smaller than you. When you do so, that creature must succeed on a Strength saving throw or be knocked prone as you enter their space. The DC for this saving throw equals 8 + your Strength modifier + your proficiency bonus. You can't force a creature to make this saving throw more than once per turn.
Thick-Skinned. While you are not wearing armor, your Armor Class equals 10 + your Constitution modifier.

Stone Giant[edit]

Ability Score Increase. Your Strength score increases by 1.
Missile Resistance. When you are targeted by a ranged weapon attack, you can use your reaction to harden your skin. When you do so, the damage from the attack is reduced by half.

Storm Giant[edit]

Ability Score Increase. Your Intelligence score increases by 1.
Storm Bolt. You know the shocking grasp cantrip and can cast it at will. Starting from 3rd level, you know the spell witch bolt and can cast it once. You regain expended uses of this trait when you complete a short or long rest. Intelligence is your spellcasting ability for these spells.

Optional Feature: Undead Package[edit]

Some Vampant choose or forced to take a more undeath nature. These Vampants are quite uncommon.

Undead. You gain the undead subtype
Deathless Nature. You don't need to breathe.

Random Height and Weight[edit]

Table: Vampant Random Height and Weight
Base Height Height Modifier Base Weight Weight Modifier
7' 0" +6d12" 400 lbs. 6d10 × 10 lb.

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