Firbolgs
Firbolgs are the quiet giants of Eldareth — not born of thunder or rage, but of stillness. Though descended from ancient giantkin, their power was never carved from stone or fire. It was rooted instead in listening — to trees, to tides, to the deep rhythms of the land. Firbolgs are not protectors of nature out of duty. They are part of it, shaped by it, as much as any root or river.
Most dwell far from cities, tending to sacred groves, deepwood circles, or highland springs. Their presence is rare, but always remembered. They speak little, but what they say is heard. Some believe they move with the turning of the seasons, appearing only where the world is sick or out of balance. Others think they are the last echoes of a forgotten harmony — living bridges between what was and what should be again.
Identity and Culture
Firbolgs are large and slow-moving, not with hesitation, but with purpose. Their skin bears the hues of bark, moss, or duskstone, and their voices sound like wind through canyons or deep forest glens. Their eyes reflect the wild — not in color, but in patience. They wear little ornamentation, preferring symbols carved into staves, stones, or living trees.
They are known for letting silence stretch. For hearing things others don’t. For stepping in only when they must — and then, without hesitation. Firbolg communities are small and spread wide, each one a hidden sanctuary guarded not by walls, but by watchful care and ancestral rites. They raise no thrones. They keep no armies. Yet many druids, wardens, and rangers trace their paths back to a Firbolg mentor, grove-mother, or shadowed friend who once gave them a name they had forgotten.
Their flaw is detachment. Firbolgs see time like hills see rain: it comes, it passes, and all things wear away in time. This can make them seem distant when they are simply waiting. Watching. Trusting the long rhythm of the world to settle what panic would only stir.
Legacy in Eldareth
Firbolgs leave few written histories, but their stories are carried in living memory — in groves, in guardian spirits, in the way the wind shifts through old trees. They have walked beside empires, behind rebellions, and beneath great storms — not as warriors or kings, but as anchors.
They do not seek power. They do not claim dominion.
But when they speak, the forest listens.
And when they stand, the world stands with them.
Firbolg Traits
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. You also have Advantage on any Saving Throw you make to end the Grappled condition on yourself.
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 and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.