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.