
Firbolg
Each season brings a rite of renewal: under moonlit branches, firbolg elders perform the Dance of Falling Leaves. Their wooden staffs burst into blossom, then shed petals that drift like snow, granting those who catch them a single vision; perhaps the resting place of a lost relic, or the whispered dream of a newborn fox.
Though gentle by nature, firbolg unleash a roar that shakes the earth when their wilds are threatened. Legends speak of giants who held back nightmares of corruption beneath living roots, and of kin who banished shadowfell beasts with voices that rival thunder. They fight not for glory, but to keep the balance between life and decay.
Travelers who chance upon a firbolg village find homes carved from living trees, doors opening to kind hearts. Here, strangers share honeyed mead, children learn the language of birds before walking, and each guest departs with a simple talisman; a rune-carved acorn or a feather of safe passage. In every breath and footprint, firbolg remind the realms that true strength grows where flesh and root, spirit and soil, meet in quiet harmony.
Gentle Giant
You can add your proficiency bonus to your healing spells.
Nature's Embrace
You are uniquely attuned to one type of natural environment—be it arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark.
While in your chosen terrain, your knowledge and instincts are unmatched: when you make an Intelligence (Investigation or Nature) or Wisdom (Animal Handling, Perception, or Survival) check, you add double your proficiency bonus if you are proficient in the skill, or half your proficiency bonus (rounded down) if you are not.
If you travel for an hour or more in your favored terrain, difficult terrain ceases to impede your group's progress, you never lose your way except by magical means, and even while foraging, navigating, or tracking, your senses remain keen.
While in your favored terrain, you can use a bonus action once per short rest to regain hit points equal to 1d6 + your proficiency bonus, as the restorative magic of the forest flows through you.
Sylvan Sanctuary
You may invoke the ancient power of the forest. For 1 minute, you gain a bonus to all saving throws equal to your proficiency bonus. Alternatively, you can grant an ally within 30 feet this bonus for the duration.
You can use this feature a number of times per long rest equal to your proficiency bonus, or by expending a 1st level or higher spell slot.
Barkskin
You have resistance to poison damage. Your skin has a rough, bark-like appearance, and your AC can’t be less than 16, regardless of what kind of armor you are wearing.
Firbolg Roll20 Feature Codes
Roll20 Feature 1.
!setattr {{
--sel
--repeating_traits_-create_name|Gentle Giant
--repeating_traits_-create_source|Racial
--repeating_traits_-create_source_type|Firbolg
--repeating_traits_-create_description|You can add your proficiency bonus to your healing spells.
}}
Roll20 Feature 2.
--repeating_traits_-create_source|Racial
--repeating_traits_-create_source_type|Firbolg
--repeating_traits_-create_description|You are uniquely attuned to one type of natural environment—be it arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark.
While in your chosen terrain, your knowledge and instincts are unmatched: when you make an Intelligence (Investigation or Nature) or Wisdom (Animal Handling, Perception, or Survival) check, you add double your proficiency bonus if you are proficient in the skill, or half your proficiency bonus (rounded down) if you are not.
If you travel for an hour or more in your favored terrain, difficult terrain ceases to impede your group's progress, you never lose your way except by magical means, and even while foraging, navigating, or tracking, your senses remain keen.
While in your favored terrain, you can use a bonus action once per short rest to regain hit points equal to 1d6 + your proficiency bonus, as the restorative magic of the forest flows through you.
}}' duda_id='feature2-text' >
!setattr {{
--sel
--repeating_traits_-create_name|Nature's Embrace
--repeating_traits_-create_source|Racial
--repeating_traits_-create_source_type|Firbolg
--repeating_traits_-create_description|You are uniquely attuned to one type of natural environment—be it arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark.
While in your chosen terrain, your knowledge and instincts are unmatched: when you make an Intelligence (Investigation or Nature) or Wisdom (Animal Handling, Perception, or Survival) check, you add double your proficiency bonus if you are proficient in the skill, or half your proficiency bonus (rounded down) if you are not.
If you travel for an hour or more in your favored terrain, difficult terrain ceases to impede your group's progress, you never lose your way except by magical means, and even while foraging, navigating, or tracking, your senses remain keen.
While in your favored terrain, you can use a bonus action once per short rest to regain hit points equal to 1d6 + your proficiency bonus, as the restorative magic of the forest flows through you.
}}
Roll20 Feature 3.
!setattr {{
--sel
--repeating_traits_-create_name|Sylvan Sanctuary
--repeating_traits_-create_source|Racial
--repeating_traits_-create_source_type|Firbolg
--repeating_traits_-create_description|You may invoke the ancient power of the forest. For 1 minute, you gain a bonus to all saving throws equal to your proficiency bonus. Alternatively, you can grant an ally within 30 feet this bonus for the duration.
You can use this feature a number of times per long rest equal to your proficiency bonus, or by expending a 1st level or higher spell slot.
}}
Roll20 Feature 4.
!setattr {{
--sel
--repeating_traits_-create_name|Barkskin
--repeating_traits_-create_source|Racial
--repeating_traits_-create_source_type|Firbolg
--repeating_traits_-create_description|You have resistance to poison damage. Your skin has a rough, bark-like appearance, and your AC can’t be less than 16, regardless of what kind of armor you are wearing.
}}