Character Sheet 3: The Deaf Firbolg

Picture of a firbolg.

This is description of a character I play in a Dungeons and Dragons roleplaying game set in the Forgotten Realms.

Meet the Deaf Firbolg and his brother. Both don’t have a name since Firbolg don’t give names to themselves or others. The Deaf Firbolg is my character. The brothers came from a (for now) unspecified exotic region in the forgotten realms. (we are still in the early stages of the campaign and we create the background while figuring this out). But somehow we ended up together with a group of human monks and a gnome rogue.

Firbolgs are a friendly, mostly intelligent giant race that prefer to avoid contact with other humanoids. They are bigger than most races. Amongst their own kind, they live in colonies, which are usually found in forests or caverns and watched by guard towers. Although they farm, they prefer a more hunter-gatherer lifestyle, rather than the brigand/raider lifestyle of many other giants.

My Deaf firbolg is because of his deafness very introvert. When his mother was pregnant of him, his hometown was raided. The only thing his mother could do to survive was to cast a very powerful muffle spell on herself.

2nd-level illusion (ranger, druid, sorcerer, wizard)

Casting Time: 1 action
Range: Self
Components: V, S, M (wad of cotton or wool)
Duration: Concentration, up to 10 minutes
For the duration, your movements create no sound and your voice is never louder than a whisper. Perception checks made against you that rely on sound have disadvantage. You can still cast spells that require a verbal component.

She could escape by using this spell. But when the Deaf Firbolg was born he was born deaf because of it. Since then he has learned sign language, and how to read lips. Even in different languages: druidic, celestial & giant.

When he grew up he was always more interested in nature. More than in the people of his community. Firbolg live normally in the hilly areas, but in his childhood he often wandered off to a nearby swamp. There he learned himself how to speak to animals and plants.

He also has a brother, who he looks up to. They are close and he has the feeling that his brother is one of the few who really understands him. They often both speak in sign language to each other, confusing bystanders by having silent little discussions. Both also like to smoke the pipe, lying on their back in the grass and relax.

The Deaf Firbolg left his home, together with his brother, in search for something else. Longing for something more, discovering more of the big world, maybe in search for a new home, somewhere he belongs. His brother has his own reasons. But the Deaf Firbolg just thought it was an opportunity to go wandering. When he left, he got a ‘Firbolg Horn of Languages’ from their village elder.

Firbolg Horn of Languages
Wondrous item, rare (requires attunement by a Firbolg)

When hold against an ear this simple looking wooden horn, adorned with carved pictures of small bats, confers to the user the ability to speak and understand any language.
Once per long rest, you can use an action to blow the horn. When you do, the horn emits a loud skreech, thus giving you the ability in the following minute to use a bonus action to determine the location of all invisible creatures in a 30 foot radius around you.


The Deaf Firbolg is a spellcaster, but still in combat he has a AC of 13 and can use the cantrip Shillelagh to make his quarterstaff a +7 to hit with 1d8+4 bludgeoning damage. (Originally only +5 and 1d6+2 bludgeoning damage).

Transmutation cantrip

Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)
Duration: 1 minute

The wood of a club or quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon.

Since it’s a spellcaster, I’m mostly using spells in combination with my sling or a ranged spell attacks. But most of the time in combat I’m just passive and conjure animals.


Druids know all spells, they just have to prepare them in time. So I’ve written most of them here.  Since it’s a spellcaster, I’m mostly using the ‘conjure animals’ spell.

Conjure Animals
3rd-level conjuration

Casting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour

You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

One beast of challenge rating 2 or lower
Two beasts of challenge rating 1 or lower
Four beasts of challenge rating 1/2 or lower
Eight beasts of challenge rating 1/4 or lower
Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

Notice that it’s a concentration spell. So I have to ‘concentrate’ to keep the animal fey’s into play. Whenever I use another spell that also uses ‘concentration’ the animals disappear. If I take damage I have to make a DC10 constitution saving throw or half of the damage constitution DC (whichever is higher) to keep concentrated on the beasts.

While I’m concentrated on the spell. I can still wildshape myself into an animal. The concentration stays for as long as I don’t take too much damage. This is a rule that’s most of time forgotten by DM’s. And to be honest I didn’t know it until now. So my Druid was way too powerful because of it. Also the rules aren’t clear that if I summon wolves they can benefit of the pack rule. So far, we use the pack rules for the wolves.

If the enemy is way too powerful or we are vastly outnumbered, then I can use as a last resort the crazy ‘call lightning’ spell. Doing 3d10 damage to everybody in range, for 10 minutes. A round in combat is according to the PHB 6 seconds. So this is 100 rounds, every round 3d10 damage to every enemy and ally in an area within 5 feet of the lightning strike. I can choose every round a new area to strike the lightning.

Call Lightning
3rd-level Conjuration

Casting Time 1 action
Range 120 feet
Components V, S
Duration Concentration up to 10 minutes

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can’t see a point of air where the cloud could appear (for example in a room that can’t accommodate the cloud).

When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.

If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage is increased by 1d10.

At Higher Levels.

When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.




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