Troll, 2nd Variant (5e Race)
Troll, variant
The troll is a composite character. You do not select a separate race and class combination. You begin play with one level of the troll class, which also includes all your racial features. You cannot multiclass: when your level increases, you must take a level of the troll class. This is because your character progression includes your growth and your development as a monster rather than a professional career path.
Creating a Troll
- Quick Build
You can make a troll quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Monster background.
Class Features
As a Troll you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Troll level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Troll level after 1st
- Proficiencies
Armor: none
Weapons: Simple weapons
Tools:
Saving Throws: Strength, Constitution
Skills: Survival, and choose two from Animal Handling, Athletics, Intimidation, Nature, or Perception.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Trolling Racial Traits, Unarmored Defense |
2nd | +2 | Minor Invulnerability, Reckless Attack |
3rd | +2 | Grab, Native Environment |
4th | +2 | Ability Score Improvement, Magic Natural Weapons (+1) |
5th | +3 | Extra Attack, Growth (Medium) |
6th | +3 | Magic Natural Armor (+1) |
7th | +3 | Regeneration Improvement |
8th | +3 | Ability Score Improvement, Magic Natural Weapons (+2) |
9th | +4 | Extra Attack (2) |
10th | +4 | Magic Natural Armor (+2) |
11th | +4 | Growth (Large) |
12th | +4 | Ability Score Improvement, Magic Natural Weapons (+3) |
13th | +5 | Regeneration Improvement |
14th | +5 | Magic Natural Armor (+3) |
15th | +5 | — |
16th | +5 | Ability Score Improvement, Magic Natural Weapons (+4) |
17th | +6 | Growth (Huge) |
18th | +6 | Magic Natural Armor (+4) |
19th | +6 | Ability Score Improvement |
20th | +6 | Troll Lord's Rage |
Trolling Racial Traits
A monstrous troll which grows more powerful as it increases in size.
Ability Score Increase. Your Constitution score increases by 2 and your Dexterity score increases by 1.
Age. Trolls never stop growing and have not been known to die of old age. Trollings average 5-8 years of age.
Alignment. Disorderly and violent by nature, trolls have strong tendencies towards chaotic alignments and mild tendencies towards evil.
Size. Trollings average 3 feet in height and are bulky for their size, averaging 100 pounds in weight. Your size is Small.
Speed. Your base walking speed is 25 feet. You also have a climb speed of 25 feet.
Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.
Superior Darkvision. You can see in dim light and darkness within 120 feet of you as if it were bright light. You can't discern color in darkness, only shades of gray.
Natural Weaponry. You roll 1d6 for the damage of your unarmed strikes, which can inflict slashing damage if you claw or piercing damage if you bite.
Regeneration. At the start of your turn, you can regenerate, healing yourself for a number of hit points equal to 1d4 + your Constitution modifier, if you are dealt either acid or fire damage, then this feature is negated for your next turn.
Troll Toughness. Your hit point maximum increases by 2, and it increases by 2 whenever you gain a level.
Languages. You can speak and understand Common and Giant.
Unarmored Defense
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Minor Invulnerability
Starting at 2nd level, your ability to instantly regenerate damage from minor wounds and the sheer toughness of your tough hide affords you a limited measure of invulnerability. You reduce the damage you take from nonmagical bludgeoning, piercing, and slashing damage by 3.
Reckless Attack
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Grab
Beginning at 3rd level, whenever you hit a creature with a melee attack and you have at least one hand free, you may make a grapple check as a bonus action.
Native Environment
Beginning at 3rd level, you may choose a favored terrain which affects your appearance and physical abilities.
- Swamp Troll
preferring swampy terrain, you are a swamp troll. You have resistance to poison damage, and are immune to disease. You learn as well the cantrip Venomous Spit as a bonus action, but cannot be cast to ennemies at enemies less than 15 feet of you.
- Cave Troll
Preferring subterranean terrain, you are a cave troll. You have a directional sense which allows you to always know which direction is "up" or "down", preventing you from becoming disoriented. You have advantage on Intelligence or Wisdom checks that involve knowledge of natural (but not worked) stone, and on getting along in the underground wilderness.
- Forest Troll
Preferring woodland terrain, you are a forest troll. You have advantage on Stealth checks in forests, jungles, or anywhere else there is enough vegetation for you to blend in.
- Ice Troll
Preferring colder or arctic terrain, you are an ice troll. You have resistance to cold damage, this turns into an immunity at 20th Level, and you are immune to the effects of mundane cold, able to live in sub-zero environments indefinitely without comfort.
- River Troll
Preferring rivers and wetland terrain, you are river troll. You can breathe water as well as air, and you have a swimming speed equal to your walking speed.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Magic Natural Weapons
Starting at 4th level, your natural weapons are considered to be magic weapons. You gain a +1 bonus on weapon attack rolls and damage rolls with natural weapons. The bonus to attack and damage rolls improves to +2 at 8th level, to +3 at 12th level, and to +4 at 16th level.
Extra Attack
Beginning at 5th level, you can attack twice, rather than once, whenever you take the Attack option on your turn. Beginning at 9th level, you can attack again for a third attack.
Growth
You grow in size as you gain levels. At 5th level, you become a Medium creature. Your Strength and Constitution scores increase by 2, and your maximum for those scores increases to 22. You can now roll 1d8 for the damage of your unarmed strikes. Your speed also increases by 5 feet. Your carrying capacity, along with the amount of weight you can push, lift, or drag, doubles. A troll of this size is no longer referred to as a trolling, but as a "young troll".
At 11th level, you become a Large creature. Your Strength and Constitution scores increase by 2, and your maximum for those scores increases to 24. You can now roll 2d6 for the damage of your unarmed strikes. Your speed also increases by 10 feet. Your carrying capacity, along with the amount of weight you can push, lift, or drag, doubles. Your reach increases by 5 feet, to 10 feet. A troll of this size is referred to as a mature, or adult troll.
At 17th level, you become a Huge creature. Your Strength and Constitution scores increase by 2, and your maximum for those scores increases to 26. You can now roll 3d6 for the damage of your unarmed strikes. Your speed also increases by 10 feet. Your carrying capacity, along with the amount of weight you can push, lift, or drag, doubles. Your reach increases by 5 feet, to 15 feet. A troll of this size is referred to as an "ancient", "elder", or "jotun" troll.
Magic Natural Armor
Beginning at 6th level, you gain a +1 bonus to your AC while you are not wearing armor. The bonus to your AC increases by 1 at 10th level (+2), 14th level (+3), and 18th level (+4).
Mutation
Once you reach 6th level, and again at 14th level, choose one of the following features:
- Two-Headed
You grow a second head. You have advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. One of your heads can stay awake while your other head sleeps, allowing you to stay alert while still gaining the usual benefits of sleeping.
- Copious Vomit
You can use your action to exhale your acidic entrails. When you use this ability, each creature in 15 ft. cone must make a dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 3d6 acid damage on a failed save, and half as much damage on a successful one. The damage increases to 4d6 at 11th level, and 5d6 at 16th level. After you use this ability, you can’t use it again until you complete a short or long rest.
- Vile Mouths
Instead of healing, some of your wounds can instead turn into a monstrous mouth. You can make one attack with your natural weapon (mouth) as a bonus action.
Regeneration Improvement
Beginning at 4th level, and again at 8th level,and again at 12th level,and again at 16th level,and again at 20th, you can add 1 die at your Regeneration traits
Troll Lord's Rage
Once you reach 20th level, you may use your action to make two melee attacks and apply the results to all creatures you choose within your reach. Once you have used this feature, you can't use it again until you finish a short or long rest, Your regenerative power is as well upgraded (double the value of the dice).
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