Firbolg Lineage Feats and Unique Items

Gentle fey giants, the firbolg benefit from both their innate attunement to nature and their powerful size. Those that grew up in woodland clans learned how best to work with it and have gained a culture of having a role in the group rather than acting as an individual. Those who grew apart still have their natural size advantage and inherent druidic capabilities.
 
Lineage Feats
Nameless
Prerequisite: Firbolg
Born without a name, you have made yourself a puzzle to the fey, gaining a certain resistance to their charm. This gives you the following benefits:
·        Your Charisma increases by 1
·        You have advantage on saves against enchantment spells and charm effects cast by Fey.
 
 
Nature’s Friend
Prerequisite: Firbolg
Expanding your skills with the flora and fauna of the natural world, you gain the following benefits for your effort:
·        Your Intelligence or Wisdom increases by 1
·        You gain proficiency in Animal Handling and Nature. If you already have proficiency in one you can pick one of these skills to double your proficiency with. 
 
Small Giants
Prerequisite: Firbolg or Goliath
While the lineages are quite different from their giant ancestors, they still have lingering traits, their size, their sense of duty, and sometimes even their ability to throw rocks really well. Taking this feat gives you the following benefits:
·        Your Strength increases by 1
·        You treat rocks and stones as if you have proficiency in them and can throw them up to 60 feet.  On a hit they do 1d4+Strength damage regardless of their size and have the siege property when you use them.
 
Ward of the Wild
Prerequisite: Firbolg
As you protect nature from outside interference it protects you, giving you’re the following benefits:
·        While you are in a forest you gain a +1 to all saving throws.
·        You gain temporary hit points equal to your level when you take a short or long rest in a forest.
·        You can cast Absorb Elements once per long rest while you are in a forest.
 
Born Druid
Prerequisite: Firbolg
Your affinity with druidic magic lets you know the Druidcraft cantrip. You can also cast Goodberry as a 1st level spell, Conjure Beast as a 3rd level spell once per long rest. Wisdom is your spellcasting modifier for these spells.
 
Unique Items
 
Talented and well-practised crafters of natures yield, they make the most of the resources available. These items while meant to only be found within firbolg clans may also find their way to speciality traders, fey creatures, or perhaps even friendly hill giants.
 
Broach of the Bumble Bee
Wonderous item, uncommon (requires attunement)
A small bee shaped broach that looks as if it’s made of solid honey. As an action you can activate this broach by pinching the wings together, allowing you to hover 1 foot off the ground for a minute. While you hover this way, you have small spectral bee wings coming out of your back.
 
Echo Shell Armour
A less common protection but one favoured by coastal firbolg clans are the use of specially carved turtle shells. These are usually made into breast plate and very rarely into anything more substantial due to the limitation of resources. Those that are made are usually gifted forward and treated with a suitable amount of respect.
 
Echo Shell Armour
Medium armour (armour)
AC: 14
Adventuring gear
Category: Items
Properties: While wearing this armour you reduce any thunder damage you take by an amount equal to your proficiency modifier. In addition, as a reaction when you take thunder damage you can cause everyone in a 5 feet radius of you to make a DC 13 Constitution check or be deafened until the end of their next turn.
Weight: 20
 
Evergreen Oil
Wonderous Item, uncommon
Usually stored in small pots that contain 1d6+1 uses of greasy liquid that smells strongly of mint and honey. As an action this can applied generously to any damaged area of a plant to heal it, regardless of whether the damage was magical in nature.
In addition, any plant that has this applied to them, damaged or not, will retain it foliage throughout the year.
 
Green Bark Armour
 
A common protection amongst the forest dwelling firbolg clans, but rarely found elsewhere. The making of such armour requires such specific skill that to tend, harvest and craft it needs no less than one member of the group dedicated to each step. Ensuring that the tree used does not die in the process is paramount in this, not only to mitigate the damage they do to the natural world around them but also to keep the natural protection of the forest alive and well in the armour they create.
 
Green Bark Armour
AC: 14
Adventuring gear
Category: Items
Properties: While wearing this armour, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them.
Weight: 15
 
Necklace of the Hidden Step
Wonderous item, uncommon (Requires a Firbolg to use)
When you start your turn coming out of your Hidden Step lineage trait you gain advantage on your first attack roll, so long as you don’t move from where you started before making it.
 
Token of Health
Wonderous item, common
This token has the appearance of a new sapling growing from a seed, although is actually just enchanted carved wood. When placed on something that is or has been alive it changes shape to indicate the status of thing in question.
Shrivelled – Dead
Wilting – Injured or Sickly
Upright - Healthy
  
 
 

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