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Firbolg Race Guide: D&D 5e (2014)
dnd 5e 2014

Firbolg Race Guide: D&D 5e (2014)

15 min read
By Andrew Blase

Helping RPG players find games, game masters find players, and stores fill seats - one connected place instead of a dozen scattered group chats.

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  4. >Firbolg Race Guide: D&D 5e (2014)

The short answer

Firbolgs from Volo's Guide to Monsters get +2 Wisdom, +1 Strength, Firbolg Magic (detect magic and disguise self), Hidden Step (bonus-action invisibility once per short rest), Powerful Build, and Speech of Beast and Leaf. They are one of the strongest races for Druids and Clerics.

Introduction

Firbolgs are reclusive giant-kin who live deep in ancient forests, shunning the conflicts of civilized races and dedicating themselves to preserving the natural world. For how firbolgs fit into true giant society specifically - the Ordning, and their particular devotion to Hiatea and Diancastra - see The Ordning in the Glory of the Giants guide. In D&D 5e 2014 (sourced from Volo's Guide to Monsters), the Firbolg punches well above its weight for a non-combat race. On paper the trait list looks support-oriented (detect magic, turn invisible, talk to plants), but these tools combine into one of the most versatile exploration and combat kits in the entire race catalog.

On this page

  • Introduction
  • Disclaimer
  • Racial Traits
  • ● Ability Score Increase: +2 WIS, +1 STR
  • ● Firbolg Magic
  • ● Hidden Step
  • ● Powerful Build
  • ● Speech of Beast and Leaf
  • ● Languages
  • Ability Scores
  • Best Classes
  • ● Druid (Moon)
  • ● Cleric
  • ● Ranger
  • ● Barbarian
  • ● Paladin
  • Worst Classes
  • ● Wizard
  • ● Warlock
  • ● Sorcerer
  • Best Feats
  • ● War Caster
  • ● Resilient (CON)
  • ● Sentinel
  • ● Observant
  • ● Ritual Caster (Druid or Cleric list)
  • Multiclassing Considerations
  • Example Build: Firbolg Moon Druid (Levels 1-10)
  • FAQ
  • Final Notes

What makes Firbolg exceptional is the density of meaningful abilities. Every race gives you an Ability Score Increase and maybe one trait. Firbolg gives you four distinct, non-redundant abilities: Firbolg Magic (two spells, short-rest recovery), Hidden Step (once-per-short-rest invisibility as a bonus action), Powerful Build (carrying capacity), and Speech of Beast and Leaf (one-way communication with beasts and plants). Combined with a +2 WIS / +1 STR stat line that perfectly targets the strongest WIS classes in 2014, the Firbolg is arguably the best pure Druid race in the game.

There are no subraces. Every Firbolg gets the same package, and the package is very good.

D&D 5e Firbolg race guide


Disclaimer

Ratings use a four-color system reflecting overall power in the context of the 2014 rules:

  • ● Red - Poor. Avoid or situational at best.
  • ● Orange - Situational. Useful in specific builds or campaigns.
  • ● Green - Good. Reliable value in most builds.
  • ● Blue - Excellent. Best-in-slot or near it for the right build.

Racial Traits

The Firbolg has no subraces; all traits below apply to every Firbolg character.

● Ability Score Increase: +2 WIS, +1 STR

One of the best stat lines in Volo's Guide to Monsters for the right classes. WIS is the primary stat for Druid, Cleric, and Ranger, and it scales Perception (the most commonly rolled skill in the game), Insight, and Survival. The +1 STR is useful for STR-based martial classes and adds to grappling, Athletics checks, and melee weapon attacks on Ranger or Fighter builds.

● Firbolg Magic

You can cast Detect Magic and Disguise Self once each, recovering both uses on a short rest. WIS is your spellcasting ability for both.

  • Detect Magic is one of the most useful spells in the game for exploration. It reveals magical auras in a 30-foot radius for up to 10 minutes (concentration), alerting you to cursed items, hidden enchantments, secret doors with magical locks, and magical traps before your party blunders into them. A short-rest recharge makes this nearly unlimited across a full adventuring day.
  • Disguise Self changes your appearance entirely for 1 hour. On a race that is 7-8 feet tall and hard to miss, this is particularly practical: Firbolgs frequently need to blend into human settlements. No components, no spell slot, 1-hour duration.

Short-rest recovery on both spells is exceptional. Most races that grant spells recover on a long rest only.

● Hidden Step

Once per short rest, as a bonus action, you can turn invisible until the start of your next turn or until you attack, make a damage roll, or force a creature to make a saving throw.

Invisibility grants:

  • Advantage on your next attack roll, if you make it before the invisibility ends
  • Disadvantage on attack rolls against you until the start of your next turn
  • No targeting by spells that need a creature you can see

The timing matters because the invisibility ends at the start of your next turn. Use Hidden Step first, then attack with your action on the same turn to get advantage on that attack. Or use it at the end of your turn, after moving, so enemies attack you with disadvantage until your turn comes back around. It does not stop opportunity attacks; attackers just roll with disadvantage.

A Moon Druid who uses Combat Wild Shape as a bonus action cannot also use Hidden Step that turn. Shift with your action instead if you want both, and you start the fight as an invisible beast until your next turn. Hidden Step refreshes on a short rest, so a typical adventuring day with two short rests gives you three uses.

● Powerful Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

That is the whole trait. It does not change grappling: the grapple rules already let any creature grapple a target up to one size larger than itself, so a Medium Firbolg can grapple a Large creature with or without Powerful Build. Carrying capacity rarely constrains characters in 2014, so the trait seldom matters.

● Speech of Beast and Leaf

You can communicate in a limited way with beasts and plants. They understand the meaning of your words, but you have no special ability to understand them in return, and you have advantage on Charisma checks to influence them.

This is a roleplay-heavy trait that becomes significant in wilderness campaigns. You can ask a guard dog to stay quiet or tell a horse to wait, and the Charisma advantage helps when the DM calls for a roll. Because the communication is one-way, you cannot question a bird or a tree about what it saw; pair the trait with Speak with Animals or Speak with Plants for that. Animal Handling is a Wisdom check, so the advantage does not apply to it.

● Languages

Common, Elvish, and Giant. Elvish is one of the most useful languages in the game. Giant gives you access to communication with giants, trolls, ogres, and ettins, relevant in any campaign involving those creatures. Three languages from race selection is above average.


Ability Scores

Wisdom (+2): The core reason to play Firbolg on a WIS-based class. Druid spell save DCs scale on WIS, Cleric spell save DCs scale on WIS, and WIS-based attack rolls (Shillelagh-enhanced Druids) scale on WIS. On a Druid aiming for 20 WIS at level 8 via two ASIs, starting with +2 WIS saves an entire ASI.

Strength (+1): Useful for STR-based classes (Ranger who uses melee, Fighter, Barbarian) and for Druids who choose the Shillelagh cantrip + Polearm Master build path. On a pure spellcasting Druid the STR bonus is largely incidental.


Best Classes

● Druid (Moon)

The definitive Firbolg build in 2014. Moon Druid gets Wild Shape as a combat tool: CR 1 beasts from level 2, then a maximum CR of your druid level divided by 3 from level 6 (CR 3 at level 9). The combination with Firbolg is multilayered:

  1. WIS +2 scales spell save DCs and concentration spells cast before transforming.
  2. Hidden Step works in beast form, since Wild Shape keeps your racial traits. It competes with Combat Wild Shape for your bonus action, so shift with your action on the turn you want both.
  3. Firbolg Magic provides two spells' worth of utility per short rest, freeing those slots for combat spells.
  4. Speech of Beast and Leaf adds wilderness information-gathering that the Druid's spell list doesn't cover until higher levels.

● Cleric

WIS is the Cleric's lifeblood: it drives spell save DCs, attack rolls, and Channel Divinity scaling. A Firbolg Nature Cleric or Twilight Cleric hits maximum WIS faster, allowing earlier ASI investment in CON or Feats. Hidden Step gives a Cleric a tactical escape tool the class otherwise lacks without burning a spell slot. Detect Magic is already on the Cleric list, meaning Firbolg Magic effectively doubles your short-rest availability of this critical exploration spell.

● Ranger

Ranger is WIS-secondary. Firbolg's +1 STR is usable on a melee Ranger. Firbolg Magic, especially Detect Magic, adds utility the Ranger list doesn't cover well at low levels. Speech of Beast and Leaf is thematically perfect and adds useful information-gathering in any outdoor campaign.

● Barbarian

Firbolg Barbarian is mechanically suboptimal (WIS bonus largely wasted) but situationally effective. The +1 STR contributes to weapon attacks, Hidden Step gives a reckless attacker a way to avoid retaliation, and the gentle-giant-turned-warrior concept has strong narrative weight. Totem Warrior (Bear Totem) adds near-universal damage resistance for extraordinary durability.

● Paladin

Paladin wants CHA and STR; Firbolg provides +1 STR and +2 WIS. The WIS bonus is wasted on most Paladin core features (CHA drives the Aura and smites). The +1 STR is useful for weapon attacks, and Hidden Step gives a Paladin an unusual defensive tool. Functional but not efficient.


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Worst Classes

● Wizard

Wizard wants INT above everything. Neither +2 WIS nor +1 STR contributes to Wizard spell save DCs, attack rolls, Arcane Recovery, or Arcane Tradition features. You get some defensive utility from Firbolg traits, but you are wasting a race selection on non-contributing stats.

● Warlock

Warlock is CHA-primary. Neither WIS nor STR drives Eldritch Blast, spell save DCs, or Pact Boon options. Firbolg traits (Detect Magic, Hidden Step) have utility value, but the stat mismatch means you are playing around the race instead of through it.

● Sorcerer

CHA-primary caster. WIS and STR are dead-weight stats for the Sorcerer's core kit. You are significantly behind on your primary casting stat compared to Half-Elf or CHA-boosting races.


Best Feats

● War Caster

For concentration-heavy Druid and Cleric Firbolg builds, War Caster is the single most valuable feat. Advantage on CON saves to maintain concentration means your Conjure Animals, Call Lightning, and Bless stay up through the hits that inevitably come your way as a frontline Moon Druid.

● Resilient (CON)

Alternative to War Caster for concentration protection. Gives you CON save proficiency (+1 CON bonus). If your CON modifier is already +2 or higher, War Caster's advantage is usually superior. If your CON is low (+1 or less), Resilient (CON) sets a more reliable floor.

● Sentinel

Sentinel rewards the Firbolg Druid who uses Shillelagh (WIS-to-hit melee cantrip) and wants to control space in melee. When a creature within 5 feet attacks someone else, you can make a reaction attack. When you hit with an opportunity attack, the target's speed drops to 0. It turns a Shillelagh Druid into a frontline anchor.

● Observant

Adds +5 to passive Perception and passive Investigation. For a Firbolg with high WIS, a 20 WIS Druid has a passive Perception of 10 + 5 (WIS) + 5 (Observant) = 20, plus proficiency if you have it. Combined with short-rest Detect Magic, makes you essentially unambushable by hidden magical threats.

● Ritual Caster (Druid or Cleric list)

Expands your ritual spell access. On a Firbolg who already has Detect Magic via Firbolg Magic, this adds Speak with Animals (free communication with beasts via ritual, supplementing Speech of Beast and Leaf), Detect Poison and Disease, and other exploration rituals without spending spell slots. Situationally excellent in wilderness campaigns.


Multiclassing Considerations

Druid + Ranger: A natural combination for the Firbolg's nature-warrior theme. Druid provides Wild Shape and full spellcasting; Ranger provides Extra Attack, Fighting Style, and Favored Enemy/Natural Explorer. WIS serves both classes. Druid 5 / Ranger 5 gives CR 1 Wild Shape, Extra Attack, and Hunter's Mark.

Druid + Cleric: The Firbolg's stat line serves both classes identically. A Life Cleric / Moon Druid combination creates a character that can tank damage in Wild Shape while providing Life Cleric healing in caster form.

Cleric + Ranger: Nature Cleric 1 / Ranger 5+ is a popular combination. A Nature Cleric 1 gains heavy armor proficiency and a druid cantrip while Ranger provides the primary combat toolkit. Firbolg's +2 WIS enhances both casting stats simultaneously.


Example Build: Firbolg Moon Druid (Levels 1-10)

Race: Firbolg (+2 WIS, +1 STR) | Class: Druid (Circle of the Moon) | Background: Hermit

Starting Stats (Point Buy): STR 10 (+1 = 11), DEX 14, CON 15, INT 8, WIS 15 (+2 = 17), CHA 8

LevelKey ChoiceNotes
1Druid 1Cantrips: Shillelagh, Produce Flame. Prepared: Healing Word, Entangle, Thunderwave
2Druid 2Circle of the Moon: Combat Wild Shape as a bonus action, CR 1 beasts
3Druid 32nd-level spells: Moonbeam, Spike Growth
4Druid 4ASI: +1 WIS, +1 CON (18, 16); swimming beast forms
5Druid 53rd-level spells: Conjure Animals, Call Lightning
6Druid 6Primal Strike; beast forms up to CR 2
7Druid 74th-level spells: Polymorph, Conjure Woodland Beings
8Druid 8Feat: War Caster; flying beast forms
9Druid 95th-level spells; beast forms up to CR 3
10Druid 10Elemental Wild Shape: spend two uses to become an elemental

Key Tactics:

  • Opening turn: Wild Shape with your action and Hidden Step with your bonus action, so enemies attack your beast form with disadvantage until your next turn.
  • In beast form on later turns: Hidden Step first, then attack, for advantage on that attack.
  • Against groups: cast Conjure Animals or Spike Growth before shifting; concentration continues in beast form.
  • Exploration: Detect Magic from Firbolg Magic, recharged on each short rest.

FAQ

Is Firbolg the best race for Moon Druid?

Firbolg is one of the top two or three Moon Druid races in 2014. The +2 WIS scales spell save DCs, while Firbolg Magic and Hidden Step add utility that complements the Druid's toolkit without duplicating it.

Can Firbolg use Hidden Step while in Wild Shape?

Yes. Hidden Step is a racial trait, not a spell, and Wild Shape does not remove racial traits. You can activate Hidden Step as a bonus action while transformed to become invisible: an extremely powerful combination for hit-and-run tactics as a beast.

What does Speech of Beast and Leaf let you do?

You can communicate simple concepts to beasts and plants: they understand the meaning of your words, but you cannot understand them in return, and they are not charmed or compelled to help. You have advantage on Charisma checks to influence them.

Does Firbolg work for Ranger?

Yes. Ranger is WIS-secondary and the Firbolg trait set fits the wilderness sentinel archetype. Beast Master Ranger in particular benefits from Speech of Beast and Leaf. The +1 STR also improves melee attack damage on STR-based Ranger builds.

Is Powerful Build worth anything on a Firbolg Druid?

Barely. It only affects carrying capacity and the weight you can push, drag, or lift, and it does not change what you can grapple.


Final Notes

Hot Take: Most Firbolg Moon Druids waste Hidden Step by shifting into beast form as a bonus action, which leaves no bonus action for the invisibility. Shift with your action on the opening turn instead. You lose nothing, since you could not attack that turn anyway, and your beast form starts the fight invisible, so every enemy that reaches it before your next turn attacks with disadvantage.

Firbolg occupies a unique position in the 2014 race catalog: it is one of the few races where the utility trait set rivals or exceeds the value of the stat bonuses. A +2 WIS is excellent, but the Firbolg package (short-rest Detect Magic, short-rest Disguise Self, bonus action invisibility, and one-way communication with beasts and plants) creates a character who is a completely different kind of useful than any comparable race.

The key insight is that Firbolg traits multiply in value at the table rather than on the character sheet: Hidden Step that repositions a Moon Druid's Wild Shape is dramatically more valuable than the tooltip suggests, and Detect Magic that finds the hidden artifact before the trap activates wins an encounter before it starts.

If you want to play a nature guardian who is both mechanically potent and an exploration asset at every tier of play, Firbolg is the most complete single-race choice in Volo's Guide to Monsters.

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