Born amidst ancient forests and sacred groves, Firbolgs are an elusive race that harmonizes with the ebb and flow of the natural world.
When the call to adventure beckons, the Firbolg Cleric becomes an indispensable guide, both in the heat of battle and the calm of contemplation.
But it is in their connection to the divine that the true wonder of the Firbolg Cleric lies. They commune with their chosen deity, be it a benevolent forest spirit or an ancient god of light, seeking guidance and blessings.
Yet, the Firbolg Cleric is more than just a conduit for divine might. Their words carry the weight of ancient wisdom, capable of inspiring courage and conviction even in the darkest of times.
Creating a Firbolg Cleric
Firbolgs are an ancient race of fey-orientated half-giants who deemed themselves as protectors of the creatures of the world. They live in remote forests, hot deserts, or endless oceans living in harmony with the creatures there.
These majestic half-giants also have formidable skills with druidic magic and weapons, which they’ll use if their territories are threatened by those who seek to destroy them.
|Skin||Pale blue, Green, Blue-green, Olive, and Black and white fur|
|Hair (Including their Beard)||Woody brown or Mossy green|
|Eyes||Gray, Black, Blue, Green, Yellow, Brown|
|Nose||Snout, Noseless nostrils, or Human-like nose|
|Mouth||Fangs or Human-like teeth|
|Hands and feet||The back of their hands and the bottom of their feet are covered in soft moss-like fur|
Note: These features can be slightly changed or modified if some variations don’t fit your character.
Firbolgs don’t have any subraces, probably because of nearly impossible-to-find remote locations and thinly spread numbers, not allowing for subraces to be documented or formed.
Cleric Class Features
|Hit Dice||1d8 per Cleric level|
|HP at level 1||8 + Constitution modifier|
|HP at Higher levels||1d8 (or 5) + Constitution modifier per Cleric level after level 1|
|Armor||Light armor, Medium armor, Shields|
|Weapons||All simple weapons|
|Saving Throws||Wisdom, Charisma|
|Skills||Choose two – History, Insight, Medicine, Persuasion, and Religion|
Cleric Divine Domains
When you start the game (level 1), you choose between 14 Divine Domains, which are shaped by your chosen Deity, granting you gifts, domain spells, and other features.
Your Divine Domain also provides additional uses for your Channel Divinity.
Arcana – Clerics under the Arcana Domain are exposed to the secrets and potential of magic that their gods understand deeply.
The gods of this domain are closely associated with knowledge. Within the realms, deities like Azuth and Mystra are included, while in other worlds, figures like Vecna and the Lunitari are associated with this domain.
Death – Clerics under the Death Domain learn about the forces that initiate death as well as the negative energy that allows undead creatures to rise.
Deities such as Chemosh and Myrkul, as well as other gods like Bhaal or Hades, all embody the Death Domain.
Forge – Clerics under the Forge Domain are taught that with hard work and patience, even the hardest metals can be transformed into beautiful objects.
These Clerics often search for lost forces of darkness, uncover wondrous materials, and liberate mines overrun by ferocious orcs.
Deities of this domain include Gond, Reorx, and Moradin.
Grave – Clerics under the Grave Domain seek to destroy undead wherever they are found, ease the suffering of poor innocent creatures, and put restless spirits to rest.
These Clerics can ever save a creature from death or extend a creature’s lifespan beyond its mortal limits, though most don’t dare use such magic.
Knowledge – Clerics under the Knowledge Domain collect old tomes, delve into secret places, study esoteric lore, and learn all that they can.
Life – Clerics under the Life Domain focus on positive energy, learning spells to heal the sick and wounded, driving off the forces of undeath and death, as well as caring for those in need.
Light – Clerics under the Light Domain are seen as enlightened souls filled with the radiance and the strength of their god, destined to burn away the darkness and chase away lies.
Nature – Clerics in the Nature Domain are seen as champions who advance the interests of particular nature gods. These Clerics have a duty to bless harvests, wither the crops of those who anger the gods or fell evil monsters who despoil the forest.
Gods of nature include Silvanus, Chislev, and Balinor. There are many Druids who also serve these gods and work with Clerics to complete similar tasks.
Order – Clerics of the Order Domain understand justice and logic, serving their gods as examples of their discipline and devotion.
Peace – Clerics under the Peace Domain must oversee the signing of treaties and are often asked to settle disputes. They believe peace thrives at the heart of a healthy community and perform blessings to draw people together.
Tempest – Clerics of the Tempest Domain are sent by their deities to create fear among the common folk, doing this to keep them on the path of righteousness and also encouraging sacrifices to ward off divine wrath.
Trickery – Clerics following the Trickery Domain are seen as a disruptive force in the world – freeing captives, stealing from the rich, flouting hollow traditions, puncturing pride, and mocking tyrants, preferring subterfuge or deception to go about these deeds.
Twilight – Clerics under the Twilight Domain bring comfort to those who seek rest, protecting them by venturing into the infringing darkness to ensure that the dark is a comfort – not a terror.
War – Clerics following the War Domain excel in battle, inspiring their comrades to fight or using acts of violence to increase their morale and lust for battle.
Combining Class With Race
Determining Your Subclass
Choosing your ideal subclass is subjective, but if your objective is optimization, try understanding what your character wants to do and what stats fit best with their subclass.
|Arcana Domain||Striker/Support/Utility Caster|
|Knowledge Domain||Controller/Librarian/Support/Utility Caster|
|Light Domain||Blaster/Controller/Support/Utility Caster|
|Order Domain||Healer/Support/Utility Caster|
|Trickery Domain||Controller/Scout/Support/Utility Caster|
Firbolgs don’t have any subraces, which makes it very easy to choose what type of Firbolg you want to be.
You’ll be starting with bonuses to your Wisdom (2) and Strength (1), which isn’t bad for a Cleric, as they use Wisdom as their spellcasting modifier.
The Strength score is kind of wasted on a Cleric, but it could’ve been worse!
Your Firbolg Cleric needs a unique background that will affect its choices, as well as the way it sees the world and what it wants to achieve.
Start by asking yourself some basic questions: Where were they born, and where did they come from? Do they have any goals, bonds, or ideals, and what are their flaws? Where do they belong in social circles and society as a whole? What inspires them?
Place of Birth
Think of the environment a Firbolg Cleric grew up in and how it affected them physically and emotionally and eventually shaped their view of the world.
Try to make their place of birth and upbringing correspond with their personality traits, ideals, bonds, and flaws – this will truly bring their character alive.
Note: The birthplaces of races are usually mentioned in the Player’s Handbook or some of its expansion books.
Characteristics and Personality Traits
Firbolg Clerics are very close to nature and usually defend nature in combination with religion, preaching that their gods created such natural beauty and their duty is to protect it.
Firbolg Cleric Examples:
- I’m always polite and respectful.
- I like finding common ground between the fiercest enemies, empathizing with their situation, and always trying to work toward peace.
Ideals, Bonds, and Flaws
Ideal – Express one ideal that is a driving force in a Firbolg Cleric’s life – their conviction, ethical principle, and moral standing (probably something about nature).
I trust my deity and that he will guide my actions. I have faith that if I put in the work, things will go well.
Bonds – Think of a single bond that your Firbolg Cleric has to an event, person, or place. Bonds will tie them to their background and can inspire bravery or stimulate memories driving them against their ideals.
I protect those who cannot protect themselves.
Flaws – Choose a single flaw for a Firbolg Cleric – their unhealthy compulsion, greatest fear/weakness, or most vile vice.
I am easily distracted if information is promised.
Inspiration is used by the DM to reward you for playing according to your bond, personality traits, ideals, and flaw.
I cannot mention faith without also mentioning nature, and its beauty, even though many other Clerics and faithful don’t always agree with me.
Note: If you’re struggling to create your background or just don’t want to think, the Player’s Handbook has well-thought-through backgrounds that you can use for your character or use as a mold.
Supplies and Gear
Clerics start with the following equipment, together with the equipment from their background. Choosing equipment based on your situation and your character’s proficiencies is the easiest way to go about things.
- (a) Mace or (b) Warhammer (if proficient)
- (a) Scale mail, (b) Leather armor, or (c) Chain mail (if proficient)
- (a) One light crossbow with 20 bolts or (b) Any simple weapon
- (a) Priest’s pack or (b) Any simple weapon
- A holy symbol and a shield
You can decide how your character came about these goods – whether they stole, inherited, or purchased them some time back – adding to your character’s background.
Note: By using your starting wealth, you can buy your own equipment (5d4 x 10 GP for Clerics).
Firbolgs are usually more attracted to nature, which means not many of them to become anything other than Druids, but Firbolg Clerics do exist.
Most Firbolg Clerics would serve forces linked to nature, making Controllers, Defenders, and Supports who would assist their party until their dying breath.
Stumbling upon a Firbolg in the wild means you’ll be met with kindness and sincerity that’s been long forgotten by most, so be sure to recruit them into your party.
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