Broman Traits

Creature Type: Humanoid Speed: 35 feet Size: Large (about 8–12 feet tall)

As a Broman, you have these special traits:

Oversized. You have Proficiency with the Athletics skill. Additionally, you have advantage on saving throws to avoid Grappled or Shove conditions and to end the Grappled condition.

Equipment Costs and Availability. Armor, clothing, and standard food rations suitable for your size generally cost twice the listed price and may be unavailable in smaller settlements or those unfamiliar with giant-kin. Such items typically weigh 50% more than standard versions.

Broman Lineage. You are part of a lineage that grants you unique abilities. Choose one of the following traits tied to your lineage:

Cyclops. You can ignore Disadvantage on an Attack roll, Saving Throw, or Ability check. You cannot gain Advantage through the use of this trait. You can use this ability a number of times equal to your Proficiency Bonus, regaining all expended uses after a Long Rest.

Fomorian. When a creature you can see within 30 feet of you hits you with an attack, you can use your reaction to deal 1d6 psychic damage to the attacker. Additionally, the attacker gains the Frightened condition until the end of its next turn. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Kapre. You know the Message and Druidcraft cantrips and you have a Climb speed equal to your walk speed. Additionally, when a creature you can see makes a melee attack roll against you, you can use your reaction to impose Disadvantage. If the attack misses, you may choose another creature (other than the original attacker) that is within the attacker's melee reach. The attacker must then reroll their attack at Advantage against that new target. You can use this trait once, and you regain the ability to do so when you finish a Short Rest or Long Rest.

Ogre. You can take an Action to move up to your movement speed, you can attempt to move through the space of any creature of your size or smaller, up to Large. If you do, that creature must succeed on a Strength saving throw (DC 8 + your Proficiency Bonus + your Constitution modifier) or take 2d8 bludgeoning damage and be knocked Prone. If a creature succeeds on its saving throw, your movement stops in the nearest unoccupied space before entering the creature's space. You can use this trait once, and you regain the ability to do so when you finish a Short Rest or Long Rest.

Oni. You can take an Action to use your Third Eye's power a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest. You can expend one use to activate one of the following effects:

True Sight: You gain the ability to see invisible creatures as if they were visible, and you can see into the Ethereal Plane for 1 minute.

Ghost Step: You magically teleport up to 30 feet to an unoccupied space you can see. You are invisible until the start of your next turn or until you attack or cast a spell.