Quick Stats:

  • Ability Score Adjustment: +2 Strength, -2 Charisma
  • Class Level Limits: See Racial Level Limits
  • Multi-Class Options: Shaman + any one non-priest
  • Height (M/F): 120 in / 114 in +1d12
  • Weight (M/F): 780 lbs / 740 lbs +6d10
  • Aging:
    • Starting: 40 +5d6 years
    • Middle/Old/Venerable: 100 / 133 / 200
    • Maximum: 200 +3d100 years
  • Languages:
    • Bonus Languages: Common, Jotunuvar
    • Recommended Languages: Any
  • Movement: 15
  • Thief Skills:
    • Pick Pockets: -5%
    • Open Locks: -5%
    • Find/Remove Traps:
    • Move Silently:
    • Hide in Shadows:
    • Detect Noise: +5%
    • Climb Walls: +5%
    • Read Languages:
  • Special Abilities:
    • Firbolgs gain hit dice by class and receive 13 bonus hit points at 1st level.
    • Firbolgs are large creatures and can carry 50% more than a human of similar strength.
    • A Firbolg’s tough hide grants him +7 to his natural AC. As with all creatures with natural armor, this is superseded by (does not stack with) actual worn armor.
    • Firbolgs with a Strength (Stamina or Muscle) score of 18, are entitled to roll for exceptional Strength, regardless of class.
    • Firbolgs have magical powers usable once per day. These develop, in order, at odd-numbered levels, starting at 3rd level. The powers are:
      • 3rd level: detect magic
      • 5th level: diminution (as double the potion)
      • 7th level: fools’ gold
      • 9th level: forget
      • 11th level: alter self
    • Firbolgs can use large human weapons (like two-handed swords and halberds) with one hand without penalty. They may use weapons crafted by and taken from larger giants in two hands, but generally prefer the smaller equivalents.
    • Firbolgs can swat away incoming missiles with a roll of 6 or better on 1d20. With one free hand, they can bat away up to two missiles per round. Large missiles, such as hurled boulders or catapult missiles, can be caught if the firbolg wishes. Caught missiles can be hurled back at opponents on the next round with a -2 penalty to the attack roll.
    • Firbolg priests gain additional innate magical abilities. At 1st to 5th level, they receive two 1st level Illusion spells at each level. At 6th to 10th level, they receive two 2nd level Illusion spells at each level. At 11th to 15th level, they receive two 3rd level Illusion spells. At 16th to 20th level, they receive two 4th level Illusion spells. As innate abilities, these are randomly determined (see below), and do not change once they are established. Each of these spells can be used once per day (if a spell is rolled more than once, the firbolg gains an additional daily use of that spell).
      • Note: Spell-like abilities beyond 11th level are purely speculative, as no Firbolg shaman has ever achieved such lofty levels of power.
  • Special Restrictions:
    • Firbolgs have 15% magic resistance, even against magic that is beneficial. They may not voluntarily lower this magic resistance.
    • Firbolgs never wear armor of any sort, nor do they carry shields.
    • Firbolgs take damage as Large creatures.
    • Firbolgs must earn twice the normal number of experience points to advance each level (i.e. a 2nd level Fighter requires 4000xp instead of the usual 2000xp). Firbolg priests must earn three times the normal amount of experience.

Background: Firbolgs are the most powerful of the giant-kin. They look like normal humans who have grown to a height of 10½ feet tall and weigh over 800 pounds. Stylish firbolgs wear their hair long and grow long, thick beards. Their pink skin is very dense and thick, giving them a low natural armor class. They have smooth voices of deep bass and thick, rolling consonants.

These great giant-kin live in remote forests and hills. They distrust most other civilized races and tend to avoid them whenever possible. They get along with druids and faerie creatures, including elves. They do not attack or kill without reason, but they love to engage in pranks which relieve strangers of their valuables. They have close-knit communities centered around the family or clan. Clans exist as gatherers or nomads, coming together at least once a year with other clans to celebrate or make important decisions.

Firbolgs live off the land, but they also live in harmony with it. They trade their great strength for food with other peaceful folk, supplementing their diet by gathering and hunting. Few monsters bother firbolgs, and they avoid true giants other than storm giants. They refuse to allow other giant-kin to roam their territories.

Priest-Random Illusion Spells

Roll d12 1st-level 2nd-level 3rd-level 4th-level
1 Audible Glamer Fool’s Gold Ghost Pipes Rainbow Pattern
2 Change Self Whispering Wind Laeral’s Dancing Dweomer Vacancy
3 Face Blur Blindness Wraithform Encrypt
4 False Tracks Blur Phantom Steed Fear
5 Illusory Talent Deafness Greater Distraction Hallucinatory Terrain
6 Lesser Distraction Deepen Shadows Illusory Script Illusionary Wall
7 Nystul’s Magic Aura Hypnotic Pattern Invisibility 10-ft. Radius Improved Invisibility
8 Phantasmal Force Improved Phantasmal Force Lorloveim’s Creeping Shadow Minor Creation
9 Spook Invisibility Mailed Might Phantasmal Killer
10 Tasso’s Shriek Leomund’s Trap Nightscar Plague
11 Ventriloquism Mirror Image Shadow Bolt Shadow Monster
12 Corpse Visage Misdirection Spectral Force Shadow Skeleton

1 Note that creatures that receive a racial bonus to Strength


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