Originally posted by Zardnaar:
Some of you may know I am kind of a Darksun fan and purist. I did not like the Goliath as Half Giant in 4E or the genocide of the Dray race and sub race to shoe horn the Dragonborn into Athas.Put simply I wanted a 12’ Half Giant that was based heavily on the 2E source material.4E design decisions made that difficult although you could probably make such a race in 3rd ed with a level adjustment. The 2E Hlaf Giant was really a big beatstick with a bucket of hit points.
Since in 5E having a class with +4 strength is a bad idea I thought on how to make the half giant fit. I remembered in 3.0 Savage Species they had monster races as classes so the PC would grow into his racial abilities as such. BECMI also had race as class as well so I thought I would try this in 5E. The idea of this half giant is just to be as tough as guts in terms of hit points, at higher levels it will not get multiple attacks like a fighter but it will get to break the 20 strength limit like the level 20 Barbarian just at earlier levels.
To balance that out the Half Giant will not be getting class features like spells like the ranger and paladin. It will not get multiple atatcks either but I may consider that it might get bonus dice of damage instead. I started using the fighter and tweaking it from there. Here is what I have so far ATM it is only 5 levels. Also note Half Giants do not get to multiclass, if a player picks one that is it tough luck. Yes I am aware that the HG can use a shield and a two handed sword at the same time, average damge is still roughly on par with the duelist fighting style. In effect being large is the HG fighting style.
Planned higher level abilites will be things like better reach, being able to get to 24 strength and extra dice of damage instead of multiple attacks. The HG will be a simple beatstick with a bucket of hit points.
Class Features
As a Half Giant you gain the following class features.
Ability Score Increase. Your constitution and strength score increases by 2.
Giant Heritage counts as a giant, not humanoid
Physical. You have proficiency in the Athletics skill.
Hit Dice: 1d12 per Half Giant level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Half Giant level after 1st
Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
[UNKNOWN=table]: [UNKNOWN=tbody]: [UNKNOWN=tr]: UNKNOWN=td: [ATT align]Level[//ATT]
UNKNOWN=td: [ATT align]Proficiency Bonus[//ATT]
UNKNOWN=td: [ATT align]Features[//ATT]
[UNKNOWN=tr]: UNKNOWN=td: [ATT align]1[//ATT]
UNKNOWN=td: [ATT align]+2[//ATT]
UNKNOWN=td: Large, Giant Heritage
[UNKNOWN=tr]: UNKNOWN=td: [ATT align]2[//ATT]
UNKNOWN=td: [ATT align]+2[//ATT]
[UNKNOWN=tr]: UNKNOWN=td: [ATT align]3[//ATT]
UNKNOWN=td: [ATT align]+2[//ATT]
UNKNOWN=td: Rock Throwing
[UNKNOWN=tr]: UNKNOWN=td: [ATT align]4[//ATT]
UNKNOWN=td: [ATT align]+2[//ATT]
UNKNOWN=td: Ability Score Improvement
[UNKNOWN=tr]: UNKNOWN=td: [ATT align]5[//ATT]
UNKNOWN=td: [ATT align]+3[//ATT]
UNKNOWN=td: Extra Attack
[UNKNOWN=tr]: UNKNOWN=td: [ATT align]6[//ATT]
UNKNOWN=td: [ATT align]+3[//ATT]
UNKNOWN=td: Ability Score Improvement
[UNKNOWN=tr]: UNKNOWN=td: [ATT align]7[//ATT]
UNKNOWN=td: [ATT align]+3[//ATT]
UNKNOWN=td: Giant Strength
[UNKNOWN=tr]: UNKNOWN=td: [ATT align]8[//ATT]
UNKNOWN=td: [ATT align]+3[//ATT]
UNKNOWN=td: Ability Score Improvement
[UNKNOWN=tr]: UNKNOWN=td: [ATT align]9[//ATT]
UNKNOWN=td: [ATT align]+4[//ATT]
UNKNOWN=td: Resilient Brute
[UNKNOWN=tr]: UNKNOWN=td: [ATT align]10[//ATT]
UNKNOWN=td: [ATT align]+4[//ATT]
UNKNOWN=td: Giant Archetype
[UNKNOWN=tr]: UNKNOWN=td: [ATT align]11[//ATT]
UNKNOWN=td: [ATT align]+4[//ATT]
[UNKNOWN=tr]: UNKNOWN=td: [ATT align]12[//ATT]
UNKNOWN=td: [ATT align]+4[//ATT]
UNKNOWN=td: Ability Score Improvement
[UNKNOWN=tr]: UNKNOWN=td: [ATT align]13[//ATT]
UNKNOWN=td: [ATT align]+5[//ATT]
UNKNOWN=td: Bash (1)
[UNKNOWN=tr]: UNKNOWN=td: [ATT align]14[//ATT]
UNKNOWN=td: [ATT align]+5[//ATT]
UNKNOWN=td: Ability Score Improvement
[UNKNOWN=tr]: UNKNOWN=td: [ATT align]15[//ATT]
UNKNOWN=td: [ATT align]+5[//ATT]
UNKNOWN=td: Giant Archetype
[UNKNOWN=tr]: UNKNOWN=td: [ATT align]16[//ATT]
UNKNOWN=td: [ATT align]+5[//ATT]
UNKNOWN=td: Ability Score Improvement
[UNKNOWN=tr]: UNKNOWN=td: [ATT align]17[//ATT]
UNKNOWN=td: [ATT align]+6[//ATT]
UNKNOWN=td: Bash (2)
[UNKNOWN=tr]: UNKNOWN=td: [ATT align]18[//ATT]
UNKNOWN=td: [ATT align]+6[//ATT]
UNKNOWN=td: Giant Archtype
[UNKNOWN=tr]: UNKNOWN=td: [ATT align]19[//ATT]
UNKNOWN=td: [ATT align]+6[//ATT]
UNKNOWN=td: Ability Score Improvement
[UNKNOWN=tr]: UNKNOWN=td: [ATT align]20[//ATT]
UNKNOWN=td: [ATT align]+6[//ATT]
UNKNOWN=td: Brute (2)
Large
You are size large. You may wield a two handed weapon in one hand. You can use two weapon fighting even when the one handed weapons you are wielding are not light. You may not use two weapon fighting with two handed weapons.
Giant Heritage
Your hit point maximum increases by 2, and it increases by 2 every time you gain a level.
Durability
Whenever you roll your hit dice to regain hit points you roll twice and take the better option.
Rock Throwing
You can throw rocks as an improvised weapon. They deal 1d8 damage. Range 60/160.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Resilient Brute
Starting at level 9th level, you can add half your proficiency bonus, rounded down on any saving throw you make that doesn’t already include your proficiency bonus
Giant Archetype
Your proficiency bonus is doubled for any ability check you make that uses your strength ability score. In addition your strength and constitution scores may reach 22. At level 15 you also gain advantage on all strength checks and your strength and constitution scores may reach 24. At level 18 you gain 10’ reach or 15’ with a weapon with the reach property
Brute.
A melee weapon deals one extra die of its damage when the half giant hits with it. At level 20 the half giant deals two extra dice of damage
Bash
When you attack an opponent you may knock them prone if you hit. The opponent is allowed a strength saving throw. The saving throw DC is DC 8+ your proficiency bonus + your strength modifier. If you knock them prone you may make an extra attack using your reaction. You may not use this ability again until you have completed a short rest or long rest. At level 17 you may use this ability twice before completing a short or long rest.
Originally posted by rampant:
LArge is too good for a level 1 benefit, break it up into component abilities and disperse them through the early progression.
OK if this is a class/race combo, the race side is really under whelming, drop a point of con so it’s inline with the other racial stat boosts and let’s try to come up with some additional racial feaures to make it less boring. Also is darkvision really required at all? I mean seriously this is athas for crying out loud. Ditch it and lets try coming up with abilities that are actually fun and that say ‘half-giant’.
Ok off the top of my head I don’t recall which varieties of giant athas had on hand, but I think I’m pretty safe in assuming they had fire, death, and sand, or was it just death and sand? Anyway something to consider is abilities based on which kind of giant you’re getitng powers from, maybe make that a sub-class kind of thing?
Improved critical seems out of place.
Ditch extra attack, I think you’re better off giving them a bonus to damage on strength based attacks, or melee and thrown, something along those lines.
If you want an extra attack equivalent ability there was a neat trick from the 3.5 warhulk where you could turn your melee attacks into area effects, but make that a higher level thing, somewhere between 6-8 for the first version.
Also I don’t think that all those weapon and armor proffs fit the class, I’d say start with simple weapons and maybe light armor but have some features where you can choose to get more advanced proficiences at the cost of othe rpotential features, akin to the 3e rogue talents.
Originally posted by Cyber-Dave:
As a Dark Sun fan and purist, I don’t really like it. I don’t like races as classes. This is what I did with the race:
Half-Giant
Ability Score Increase: You gain a total increase of 4 between your Strength and Constitution scores. You may divide that increase between those two Abilities as you see fit, though you must increase each Ability score by at least 1.
Size: Half-giants vary in size from 10 to 12 feet tall and weigh up to 1,600 pounds. Half-giants are considered to be large in size. You fill a 10 by 10 foot space, can be surrounded by 12 foes, and fill 1 ½ “units” when surrounding an adversary. When holding a versatile weapon with one hand, you gain the benefits of using the weapon two-handed. You may choose to use a weapon that has the two-handed weapon property, but not the oversized weapon property, in one hand. When you do so, its damage dice are reduced by one size. For example, a greataxe used in one hand would deal 1d10 damage. If the weapon normally deals 2d6 damage, its damage die also becomes 1d10. Additionally, you can use weapons with the “oversized” quality without taking disadvantage to attack rolls (see the new equipment rules). You may not, however, wear any armor or clothing not designed for your size. Armor and clothing designed for half-giants costs twice the normal price and weighs twice as much as normal.
Speed: Your base land speed is 30 feet.
Boulder Toss: You are considered to be proficient with any improvised thrown weapon.
Giant Among Men: Unlike most characters, half-giants may raise their natural Strength score to 22 instead of 20. Additionally, you have advantage when making Strength checks to break an object.
Half-Giant Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Increased Carrying Capacity: Your carrying capacity is equal to double what a normal character with your Strength score can carry.
Large Appetite: You must eat and drink four times as much as medium characters or suffer the appropriate penalties.
Mercurial Nature: When choosing an alignment, you choose one fixed point of axis: lawful, chaotic, good, or evil. This element of your alignment never changes. After every long rest, however, you must change the other element of your alignment to one that matches some other member of your adventuring party. If everyone in your adventuring party shares the same element of their alignment, you may keep that element indefinitely or change your alignment to an element within one step of theirs after spending a day using their alignment, your choice.
For example, a good half-giant who happens to be neutral good on a particular day must become either lawful good or chaotic good, depending on what alignments the rest of his adventuring party possesses, after their next long rest. If the entire party is either lawful or neutral, the half-giant must change their alignment to lawful good. If everyone in the group is chaotic, the half-giant must change their alignment to chaotic good, and can maintain that alignment indefinitely. The half giant may still, however, choose to become neutral good after any day spent as a chaotic good character.
You should emphasize the slightly unhinged nature of a half-giant’s personality when role-playing.
Languages: You can speak, read, and write one language of your choice. It is strongly advised that you choose common.
Oversized: Oversized weapons are designed specifically for half-giants. The oversized property may be applied to any weapon that has both the heavy and two-handed weapon properties. An oversized weapon weighs three times its normal weight and costs double its normal price. In return, its damage dice are increased by one step. For example, a 1d10 weapon becomes a 1d12 weapon; both 2d6 and 1d12 weapons become 2d8 weapons. Small creatures cannot wield oversized weapons. Medium creatures can wield oversized weapons, but they take disadvantage to their attack rolls when they are doing so. Large and medium sized creatures must wield oversized weapons in two hands.
Originally posted by rampant:
I hate to agree with zardnaar, but I prefer his approach.
Dave, your version is everything that was wrong with 3e race design wrapped up into a single package, except for ability penalties.
See a lot of stuff like being really big, aving all sorts of weapon use advantages and such is just unreasonable for a race, It quickly becomes OP with certain classes, and dead useless for others. So moving those aspects to a class progression or even a partial one allows the use of superior ‘racial traits’ without disrupting race balance.
Originally posted by sleypy:
I actually like it Zardnaar. I think it would be interesting to cap the race levels at 5 (or 3 maybe) and use it with the multi-classing rules. There might need to be some half-giant features that change based on character level to make up for losing levels at the end game.
Originally posted by Zardnaar:
[quote]sleypy wrote:I actually like it Zardnaar. I think it would be interesting to cap the race levels at 5 (or 3 maybe) and use it with the multi-classing rules. There might need to be some half-giant features that change based on character level to make up for losing levels at the end game.
[/quote]
I was going to make it a level 20 class but this may not be a bad idea. I’ll see how it works out for designing higher level features and think about makign it a 5 level class.
Originally posted by Zardnaar:
[quote]rampant wrote:LArge is too good for a level 1 benefit, break it up into component abilities and disperse them through the early progression.
OK if this is a class/race combo, the race side is really under whelming, drop a point of con so it’s inline with the other racial stat boosts and let’s try to come up with some additional racial feaures to make it less boring. Also is darkvision really required at all? I mean seriously this is athas for crying out loud. Ditch it and lets try coming up with abilities that are actually fun and that say ‘half-giant’.
Ok off the top of my head I don’t recall which varieties of giant athas had on hand, but I think I’m pretty safe in assuming they had fire, death, and sand, or was it just death and sand? Anyway something to consider is abilities based on which kind of giant you’re getitng powers from, maybe make that a sub-class kind of thing?
Improved critical seems out of place.
Ditch extra attack, I think you’re better off giving them a bonus to damage on strength based attacks, or melee and thrown, something along those lines.
If you want an extra attack equivalent ability there was a neat trick from the 3.5 warhulk where you could turn your melee attacks into area effects, but make that a higher level thing, somewhere between 6-8 for the first version.
Also I don’t think that all those weapon and armor proffs fit the class, I’d say start with simple weapons and maybe light armor but have some features where you can choose to get more advanced proficiences at the cost of othe rpotential features, akin to the 3e rogue talents.
[/quote]
I’m ot using sub races as such as the 2E half Giant it did not matter in regards to your heritage.
Improved critical is there as a place holder, I might replace it with some sort of reach ability IDK. The race side has been moved to the class part hence why things like large may seem a bit OP as the race part is underwhelming hewnce they they in effect have the durable feat instead second wind at level 1, These effects are supposed to mimic the 2E half giant. I’m not to worried if the class is boring as long as its power level is about right in regards to the other martial classses but mostly fighter. The 2E half giant did not get much in terms of racial abilites.
2E HG
Large size. Can use 2 handed weapons in one hand.
+4 str, +2con, -2 wis/int/cha
More expensive equipment, neeeds more water
Change alignment at will each day
Half-giants double their hit die rolls no matter what their character class. Add any bonus for a high Constitution score after doubling the roll of the die.