Order of the Roll - Dungeons and Dragons Firbolg - Order of the Roll

Firbolg

D&D Firbolg Race

Firbolg

The Fir­bol­gs, mys­ti­cal beings with the appear­ance of blue, wool­ly sheep, live peace­ful­ly in har­mo­ny with nature. They pos­sess ancient mag­ic tied to the for­est and are known for their wis­dom, kind­ness, and har­mo­nious way of life.
The Fir­bol­gs have a mag­i­cal mon­u­ment inside a big botan­ic gar­den, where they wor­ship.

Conflict

For cen­turies, the Fir­bol­gs lived in con­flict with the Haren­gon, a race of rab­bit- and hare-like crea­tures. These swift, cun­ning beings are ener­getic and resource­ful, but not always peace­ful. The strug­gle between the two peo­ples last­ed more than forty years and claimed count­less lives.

Peace

Recent­ly, peace seemed to be restored. A treaty was signed between the kings of both race­sa new begin­ning, or so the Fir­bol­gs believe. To cel­e­brate this treaty, they made a stat­ue on which a Haren­gon king shakes hands with a Fir­bolg king. This stat­ue is also pre­sent­ed on their flag.

Harengon

But with­in the Haren­gon stirs betray­al. Mon­ty, a malev­o­lent white Haren­gon, also known as The Killer Rab­bit, despis­es the Fir­bol­gs. In secret, he is a mem­ber of a dark cult that wor­ships the God of Sac­ri­fice, Xavier. Mon­ty plots a mas­sive sac­ri­fice, intend­ing to use the Fir­bol­gs to feed Xavier with their life force. He believes this will grant him immea­sur­able pow­er. The rest of the Haren­gon know noth­ing of Monty’s plans. To them, peace seems real… for now.

Velbruen

The land where these races dwell is called Vel­bru­en. It is divid­ed into sev­er­al regions or provinces.

Leporia & Aurellia

Most Haren­gon live in Lep­o­ria, where their king resides. The Fir­bol­gs inhab­it the north­ern region of Aurel­lia, a land full of forests and mys­ti­cal ener­gy, where their own king rules. Yet, in the shad­ow of the peace treaty, a grow­ing threat looms. Monty’s dark schemes may destroy every­thing the Fir­bol­gs have sought to pro­tect.

Stats

  • Abil­i­ty Score Increase. When deter­min­ing your character’s abil­i­ty scores, increase one score by 2 and increase a dif­fer­ent score by 1, or increase three dif­fer­ent scores by 1. You can’t raise any of your scores above 20.
  • Crea­ture Type. You are a Humanoid.
  • Size. You are Medi­um.
  • Speed. Your walk­ing speed is 30 feet.
  • Fir­bolg Mag­ic. You can cast the Detect Mag­ic and Dis­guise Self spells with this trait. When you use this ver­sion of Dis­guise Self, you can seem up to 3 feet short­er or taller. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you fin­ish a long rest. You can also cast these spells using any spell slots you have.
    • Intel­li­gence, Wis­dom, or Charis­ma is your spell­cast­ing abil­i­ty for these spells when you cast them with this trait (choose when you select this race).
  • Hid­den Step. As a bonus action, you can mag­i­cal­ly turn invis­i­ble until the start of your next turn or until you attack, make a dam­age roll, or force some­one to make a sav­ing throw. You can use this trait a num­ber of times equal to your pro­fi­cien­cy bonus, and you regain all expend­ed uses when you fin­ish a long rest.
  • Pow­er­ful Build. You count as one size larg­er when deter­min­ing your car­ry­ing capac­i­ty and the weight you can push, drag, or lift.
  • Speech of Beast and Leaf. You have the abil­i­ty to com­mu­ni­cate in a lim­it­ed man­ner with Beasts, Plants, and veg­e­ta­tion. They can under­stand the mean­ing of your words, though you have no spe­cial abil­i­ty to under­stand them in return. You have advan­tage on all Charis­ma checks you make to influ­ence them.
  • Lan­guages: Your char­ac­ter can speak, read, and write. Com­mon, bolg and the lan­guage of your coun­try bru­en and one oth­er lan­guage that you want.
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