The Complete Book of Humanoids
Firbolg
At a glance
Ability adjustmentsSTR +2, CHA -2
Infravisionnone
Movement—
Languagesfirbolg, common, storm giant
Requirements
Ability rangeSTR 14-19, DEX 8-15, CON 12-18, INT 8-18, WIS 8-18, CHA 3-14
Abilities
Special abilitiesDetect magic (1/day), Diminution (as double the potion) (1/day), Fools' gold (1/day), Forget (1/day), Alter self (1/day)
Class access
ClassesFighter, Shaman (Humanoid)
MulticlassFighter/Shaman (Humanoid)
Level limitsNot yet available in this app — the limits table is in the Dungeon Master's Guide. Ask your DM.
Kits
FighterAmazon, Barbarian, Beast-Rider, Berserker, Cavalier, Gladiator, Myrmidon, Noble Warrior, Peasant Hero, Pirate/Outlaw, Samurai, Savage, Swashbuckler, Wilderness Warrior, Tribal Defender, Pit Fighter, Sellsword
Shaman (Humanoid)Shaman
Notes
- Gains 13 bonus at 1st .
- Innate magic, once each per day, gained in order at odd from 3rd: detect magic, diminution (as double the potion), fools' gold, forget, alter self. None of it is usable while in .
- Wields large human weapons — the two-handed sword, the halberd — one-handed and without penalty. A huge weapon of firbolg make, wielded two-handed, inflicts double .
- Swats incoming missiles aside on a 6 or better on 1d20, up to two per with a free hand. A large missile — a boulder, catapult shot — may be caught and hurled back the next round at −2 to hit.
- Never wears armour or uses a shield.
- Takes as a large creature.
- Gains no bonus with man-made weapons.
- Requires twice the usual experience per . A firbolg shaman requires triple the usual clerical experience.
- A firbolg shaman also gains innate illusion and phantasm : two 1st- spells per level at levels 1 through 5, two 2nd-level spells at levels 6 and 7. They are determined randomly, fixed once set, and each is usable once per day.