Firbolg Druids are an elusive people – even with their towering size – that hold a natural affinity for the earth, acting as the guardians of the forests and the keepers of the balance between nature and civilization.
Their long beards and leafy adornments are but a ruse to hide their profound wisdom and connection to the primal forces of nature that most mortals can only dream of.
As they wander the forests and meadows, the Firbolg Druids use their magic to communicate with the animals and plants around them, calling upon the elements to protect those who would harm the forest.
If you need assistance in a forest, look for the towering figure of a Firbolg Druid, and you may just be greeted with a warm welcome.
Creating a Firbolg Druid
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.
Druid Class Features
|Hit Dice||1d8 per Druid level|
|HP at level 1||8 + Constitution modifer|
|HP at Higher levels||1d8 (or 5) + Constitution modifier per Druid level after level 1|
|Armor||Light armor, Medium armor, Shields (Druids will not wear armor or shields made from metal)|
|Weapons||Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears|
|Saving Throws||Intelligence, Wisdom|
|Skills||Choose two – Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival|
Upon reaching level 3, you’ll have access to 7 different Druid circles, all having their own playstyles – but you’ll have to find one that best fits your character.
Dreams – Members of the Circle of Dreams have strong ties to the Feywild. They have a duty to protect the natural world, meaning they’re in an alliance with the good-aligned fey.
These Druids are masters at magical remedies, using them to mend wounds, bring joy to those unwilling to live on and have them find peace.
Land – Circle of the Land Druids are keepers of knowledge passed down through oral tradition.
They whisper secrets around standing stones and serve as advisors to communities holding on to the Old Faith.
The magic they wield is influenced by the land they were initiated, giving them an undying link to that place.
Moon – Druids belonging to the Circle of the Moon are fierce natural guardians, living so deep within the wilderness that months can pass before seeing another humanoid.
These Druids can prowl as a giant feline, fly through the sky as a bird of prey or act as the guardian bear of the forest.
Shepard – Circle of the Shepard Druids commune with nature spirits – especially those of beasts and fey – calling upon them for aid.
They protect animals rather than themselves, living their days in the wilderness, enjoying the company of the animals they hold so dear.
The spirits of the wilderness always follow their shepherds.
Spores – Members of the Circle of Spores find beauty in decay, seeing that every death leads to new life and only being a change of state.
These Druids have complex relations with the undead, considering some as allies.
However, they don’t permit the undead to change the cycle they hold dear, thwarting those who try to violate it.
Stars – Circle of the Stars Druids understand the power of the cosmos, seeking to harness its powers and reveal its mysteries.
They record constellations, documenting their effects on the world and constructing monoliths to hold their knowledge, protected even against powerful cataclysms.
Wildlife – Druids belonging to the Circle of Wildfire see destruction as the precursor to creation.
They bond with primal spirits, unlocking their creative and destructive power and using it to create devastating attacks or give life to those who need it most.
Combining Class With Race
Determining Your Subclass
Choosing a subclass is purely subjective, but you’ll need to keep in mind what your character wants to do and what stats fit best with their subclass if you want the most out of them.
Since Firbolgs don’t have subraces, players will only be left with standard Firbolgs, which isn’t bad at all.
Firbolgs have a bonus to Wisdom (2), which increases their proficient saving throw and spellcasting ability modifier.
You need to think of a background that embraces the core values of a Firbolg yet leads you down the path of becoming a Druid.
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
A Firbolg Druid needs a unique background that will affect their choices, as well as the way they see the world and what they want to achieve.
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
Though quite large, Firbolgs are extremely intelligent and hold many secrets they only disclose to those closest to them. Most are quiet, yet some have broken that mold – maybe you should too.
Firbolg Druid Examples:
- I feel far more comfortable being around animals than people.
- I’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
- I have a lesson for each situation drawn from observing nature.
If you want to, you can give your Firbolg a rare trait, just don’t make it overpowered; the DM can easily choose to dismiss it.
When I become deathly hungry, my eyes turn white, sometimes blinding me in the process.
Ideals, Bonds, and Flaws
Ideal – Express one ideal that is a driving force in a Firbolg Druid’s life – their conviction, ethical principle, and moral standing (probably something about nature).
The natural world is more important than any and all the constructs of civilization.
Bonds – Think of a single bond that your Firbolg Druid 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’m still seeking the enlightenment I pursued in my seclusion, which still eludes me.
Flaws – Choose a single flaw for a Firbolg Druid – their unhealthy compulsion, greatest fear/weakness, or most vile vice.
The people who knew me in my youth know my shameful secret, so I can never return home.
Inspiration can be used by the DM to reward you for playing according to your bond, personality traits, ideals, and flaw.
Caring for other humanoids or animals brings me solace.
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
Druids 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) Wooden shield or (b) Any simple weapon
- (a) Scimitar or (b) Any simple melee weapon
- Leather armor, an explorer’s pack, and a druidic focus
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: You can also use your starting wealth to buy equipment (2d4 x 10 GP for Druids).
Firbolgs are the essence of the forest, fitting in exceptionally well with the Druid class, so well that they’re challenging to come across.
You’ll rarely meet Firbolgs outside a thick forest, yet they aren’t impossible to find as feigning injury could have a Firbolg appear to help you (if you see friendly).
So if you ever meet one, speaking about the wonders of nature and all the different animals will be the easiest way to gain their favor.
Some might even join you in your adventure if you give them a good reason to.