Magnates

Basic Information

Anatomy

Humanoid

Biological Traits

Magnate's traits are based around the biology of their giant parentage. Due to their giant heritage Magnates on average are much taller and larger than other humanoids, males tend to be slightly larger than females of the species. Each sub-species of Magnate inherits some of the traits of their giant halves biology. Hill Magnates have more natural flesh than their relations and have also inherited the Hill Giants known habit of cannibalism as well as seemingly being able to digest without harm any organic material no matter its condition. Stone Magnates trace their genetics back to the Stone Giants who have shown great endurance and the ability to stand their ground. Their affinity to Stone also always them to use stone as weapons without the same hindrances others encounter. Their skin tends to be harder than most and usually browns or grays. Frost Magnates are borne of the giants of the cold, with skin in various hues of blue and gives off a slight coolness around them. Ice is known to form along the joint areas usually tied to their emotional state but does not hinder their movement. Fire Magnates embody the traits of their Fire Giant ancestors through their flaming persona. Their skin tends to be dark reds to grayish red and their bodies give off a slight warmth. Small flames are sometimes known to spout from their jointed areas as their frost cousins. Cloud and Storm Magnates are rarer sights among the race. Cloud Magnates almost always have a whitish-gray skin and a slight fog hangs around their bodies, this fog is not known to cause any issue related to their ability to see. Their eyes also seem to offer them better sight in fog clouded environments. Storm Magnates are known for their albino colored skin and streams of electricity can occasionally be seen running through their body. These streams have not been know to harm anyone unless the magnate focuses its energy.

Genetics and Reproduction

Sexual Congress

Growth Rate & Stages

Magnates develop along the same growth path as humans. Reaching adulthood in their late teen years, however, Magnates don't reach physical maturity until their early twenties. Magnates lifespan again is similar to that of humans, being able to live nearly a century.

Dietary Needs and Habits

Omnivore, but prefers meat over vegetation.

Additional Information

Social Structure

Magnates mostly live in small tribes numbering between 50-100 magnates. Each of these tribes is usually made up of three to five extended families. Magnates tend to live with the same tribe their entire life. On rare occasions, when the tribe gets too large they would split into smaller tribes and vise versa smaller tribes may merge into larger ones. Different heritages of magnates are not known to co-mingle and tribes of different heritages will tend to conflict over land and resources.

 

Magnate tribes had a number of key roles that were filled by the most capable members. Summaries of these roles are included below:

  • Chieftain: The primary authority figure in a tribe. The chieftain was responsible for choosing when the tribe should move on to new lands. The chieftain also chose who filled some of the other key roles in the tribe.
  • Guides: Two guides were assigned to each of the important jobs each morning. These jobs included hunting, gathering, cooking, and scouting. The guides then built their own teams and set out to achieve their task. Two guides were assigned to each task to encourage healthy rivalry.
  • Watchers: Often the most experienced druid or shaman of the tribe. Watchers made sure that resources were not over-harvested and game animals weren't needlessly slaughtered. Skywatchers were often exempt from the teams that the guides assembled each morning. Skywatchers also oversaw festivals, rituals, and celebrations.
  • Pillars: Responsible for guarding the camp overnight and alerting the tribe if there was trouble. At dawn, they sang or bellowed tales of magnate bravery or heroics to wake everyone up. Pillars were assigned daily and given less work throughout the day so they could rest and be alert at night.
  • Adjudicator: Adjudicators settled disputes. Unless urgent, an adjudicator would hear disputes after the evening meal. Tough decisions were often settled with a contest of the adjudicator's devising. If a magnate appealed against an adjudicator's decision, the chieftain had to settle the dispute, but would also have to dismiss the adjudicator from their position. Adjudicators also acted as referees for sports.
  • Camp-mother: The only sex-specific role in the tribe because one of her jobs was to be a wet-nurse. Chosen by the chieftain each morning, the camp-mother was responsible for care and teaching of the tribe's infants and toddlers, as their parents were often busy with other responsibilities. It was also camp-mothers who decided when young magnates were old enough to start contributing to the tribe (usually around the age of 10).
  • Wailers: Responsible for determining when a member of the tribe was too old or weak to serve as a productive member of the tribe. Good wailers would then approach the individual to explain their decision and consult the chieftain. Once it had been decided, the wailers prepared a long chant to commemorate the magnate before the tribe exiled the old or weak individual from the tribe.

Tribal chieftain only held power if they could maintain their position and prove they continued to be suitable for the role. As a result, this leads to a constant shift in leadership. New leaders are chosen by contests. Any magnate that wishes to challenge a chieftain for leadership the current chieftain and challenge must complete five tasks and must win all five tasks to become the new chieftain. The old chieftain would be exiled and forced to leave the tribe immediately if they lost the contests. Due to the competitive nature of the magnates, many do not live to old age that innate wisdom is more highly prized than that gained by years of experiences. This almost means that the attitudes and achievements of one could bring glory to them over their peers.

Geographic Origin and Distribution

Magnates tribes are nomadic and will relocate often for resources and survival. Many tribes have been found living among the mountains, deep hills, larger forests, and wide plains areas.

Civilization and Culture

Naming Traditions

Every magnate has three names: a birth name assigned by the newborn's mother and father, an honorific nickname assigned by the tribal chief, and a family or clan name. A birth name is up to three to five syllables long. Clan names are five syllables or more and end in a vowel. Birth names are rarely linked to gender. The honorific nickname can be changed at any time by the chief based on the magnate's achievements and failures.

Interspecies Relations and Assumptions

Magnates have an amicable relationship with the majority of races, but will always fiercely defend their current home with violence from anyone. Magnates were driven out of the lands of the Kiyokans and have a tense relationship with Raionwaru, Chisana, and Lobokin.

Lifespan
70-90 years
Average Height
2.1-2.4 m
Average Weight
127-154 kg
Body Tint, Colouring and Marking
Body-color varies depending on the giant heritage of the magnate consist of grays, reds, blues, whites, browns, and blacks. The most distinctive feature is the darker (or lighter), and often symmetrical patches of skin that cover their entire bodies. To an onlooker, they would appear as intricate patterns of tattoos but are natural skin. These patterns have personal meaning to each Magnate and how it related to their destiny.

Magnate

Ability Score Increase +2/+1
Size Medium
Speed 30 ft

Age. Magnates have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.   Size. Magnates are generally between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is medium.   Appearance. Magnates vary in appearance depending on their ancestry. A Fire Magnate will have charcoal skin and hair of smoking flames. A Stone Magnate will be bald with grey skin that’s covered in tattoos. A Cloud Magnate will be tall and lanky, with soft light grey skin and eyes the color of milk.   Speed. Your base walking speed is 30 feet.   Amado's Might. You have proficiency in the Athletics skill.   Powerful Build. You count as one size larger when determining your carrying capacity, and the weight you can push, drag, or lift.   Language. You speak Common and Giant.

Subraces

Magnates are half-giants, as such, there are many different types of Magnates hailing from different kinds of giants, choose your ancestry here:

Stone Ancestry

Your blood traces back to stone giants, their toughness is in your skin and blood.
  • Stone’s Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a 2d6. Add your Constitution modifier to the number rolled, and reduce it by that total. After you use this trait, you can’t use it again until you finish a short or long rest.
  • Stand Tall. While standing, if you would be pushed or pulled, you may instead move 10 fewer feet in the direction you were being moved. In addition, while standing you have advantage on saving throws against being knocked prone, pushed, or pulled.
  • Boulder Throw. If you make an improvised ranged weapon attack with a stone you can lift, you may add your proficiency bonus to that attack. Use your Strength modifier instead of Dexterity for ranged attacks and damage when attacking with a stone. Use the following table to determine how far you can throw a stone, and the damage it deals. You can wield stones up to 50 lbs. with one hand-- this increases to 150 lbs. at 8th level and increases to 300 lbs at 16th.
  • Born Of Stone. You have advantage on saving throws to resist being petrified.

Frost Ancestry

Your blood traces back to the reavering frost giants, their hardiness in the cold is your power.
  • Blue Skinned. You have resistance to cold damage.
  • Snowtread. You can move across difficult terrain made of ice or snow without expending extra movement.
  • Glacial Fortitude. If an enemy within 5 feet of you hits you with a melee attack and you take damage, you can use your reaction to reduce the damage by a number equal to your Constitution Modifier and reduce the enemy's movement speed by half until the end of their next turn. You can use this trait a number of times equal to your Constitution modifier (minimum 1) per long rest.
  • Frost Breath. As an action, you can breathe frost over a creature within 5 feet of you. If the creature is Medium or smaller, they must make a Strength saving throw or be flash-frozen in place, the creature is petrified for 1 minute. If the creature takes fire damage, takes more than 20 damage in a round, or another creature uses it’s action to free them, the creature is no longer petrified. The DC equals 8 + your proficiency bonus + your Constitution modifier. After you use this feature, you can’t use it again until you complete a short or long rest.

Fire Ancestry

Your blood traces back to rumbling volcanos and devastating forest fires. The military lifestyle of the fire giants grants you an aura of respect and command.
  • Volcanic Flesh. You are resistant to fire damage.
  • Thermal Burst. When you take fire damage you may use your reaction to absorb some of its elemental essences and use it to incinerate an enemy. Your next melee weapon attack deals 1d6 additional fire damage on hit. You can use this trait a number of times equal to your Constitution modifier (minimum of 1) per long rest.
  • Revenge Strike. When you reach 3rd level, you can cast the hellish rebuke spell as a 1st-level spell once with this trait, and you regain the ability to cast it this way when you finish a short or long rest. Constitution is your spellcasting ability for this spell.
  • Military Training. You are proficient in smith's tools, longswords, battleaxes, great axes, and greatswords.

Hill Ancestry

Your blood traces back to the dimwitted cannibal hill giants, and while you may be slow in the head, you make up for it by being a true survivor.
  • It’s Good Eatin’. You can eat raw or spoiled food and gain nourishment from it, you can also consume and digest any organic material that would normally cause sickness or death.
  • Dripping Maw. Your ancestry manifests as an unhinged jaw that can open wide and bite deep into your enemy. Your bite is a natural weapon, which you can use to make unarmed strikes. If you hit with it you deal 1d4 piercing damage and deal additional acid damage equal to your Constitution modifier (minimum 1) instead of the bludgeoning damage normal for an unarmed strike.
  • Battle Hunger. In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your Dripping Maw. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.
  • Cannibalize. As an action, you can eat a part of a corpse within 5 feet of you, when you do this, you gain temporary hit points equal to 1d12 + your Constitution modifier. You can use this ability a number of times equal to your Constitution modifier, after which you cannot use it again until you complete a long rest.

Cloud Ancestry

Your blood traces back to the opulence of the cloud giants. Near the top of the hierarchy of giant ancestry, cloud giants mainly care about gifting to others of their kind, and having a rich culture and economy so they can sneer at those less privileged than then.
  • Blessing of Sky. You are resistant to thunder damage.
  • Ancestral Cloak. By focusing on yourself, you can make the air near you fill with clouds. You can cast the fog cloud spell once with this trait, requiring no material components. You regain the ability to cast it this way when you finish a short or long rest.
  • Mistsight. Living in the highest peaks has trained your eyes to see beyond the fog that would mar other's sight. You can see through an area covered in fog or mist as though it were only lightly obscured, provided that the mist is natural or originates from a spell you are casting.
  • Clouded Cushion. As you fall, you may use your reaction to make clouds materialize beneath you, slowing your descent. You fall at a rate of 120 feet per round and have resistance to falling damage for 1 minute.

Storm Ancestry

Your blood traces back to the overpowering strength of the lawful storm giants, you command some semblance of their control of the storm.
  • Lightning Rod. You are resistant to Lightning damage.
  • Lightning Speed. Your base walking speed increases by 5 feet.
  • Raging Storm. If a creature within 30 feet of you hits you with an attack, you can use your reaction to strike at them with a bolt of lightning. The creature must make a Dexterity saving throw. On a failed save the creature takes damage equal to 1d6 + your Wisdom modifier, or half as much on a successful save. The creature has disadvantage on the save if it is wearing metal armor. You can use this trait a number of times equal to 1 + your Wisdom modifier (minimum 1) per long rest.
  • Storm Weapons. If at least one of your hands is free you can use your action to create a weapon made of wind or lightning, it lasts 1 minute or until you dismiss it as a bonus action. You are proficient when using these weapons. You may use your Wisdom modifier for your attacks with these weapons. These weapons do not count as magic weapons for purposes of overcoming resistance. A weapon created using this feature cannot be wielded by another creature and dissipates into mist when a creature tries to do so. Once you create a weapon with this feature, you cannot do so again until you finish a short or long rest.
  • Lightning Sword - Versatile, deals 1d8 / 1d10 + your Wisdom modifier lightning damage on hit / Wind Javelin – Light, thrown (60/120), deals 1d6 + your Wisdom modifier thunder damage on hit
  • Stormbolt. You hurl a lightning bolt at a point within 150 feet of you, all creatures within 5 feet of the point you choose must make a Dexterity saving throw. A creature takes 2d6 lightning damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. The DC equals 8 + your proficiency bonus + your Wisdom modifier. After you use this feature, you can’t use it again until you complete a long rest.

 

Languages. Common, Giant

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