Goliath
Goliaths are among the tallest and toughest people in the world. They have stone-gray skin and don't grow any hair. They are nomadic, wandering the mountain peeks of Gabroria, and reclusive. Their tribes are led by one or more Naauao, or Wise Ones. Goliaths have many cultural similarities with stone giants, including a strict social hierarchy (though not as strict as the giants' Ordning), an appreciation for thrown-projectile sports, and a strong linguistic influence.
Goliaths call themselves the Kipakuia, which translates to the Exiled People. Their mythos states that the Kipakuia were traitors to their ancestors and fled a mythical land of paradise called Lani. Some day, they hope a savior will appear to lead them back to that land.
Giant Ancestry
Some believe that goliaths are descended from giants, and that may be in part true: some rangers have reported magically sensing giants where there were actually goliaths. Scholars argue that goliath can't be descended from giants because they are not part of the Ordning. However, their name for themselves—the Exiled People—may refer to their exile from the Ordning. Only one scholar was ever brave enough and cared enough to interrogate actual giants on the matter, and he never returned from his expedition.
For their part, goliaths avoid stone giants and occasionally refer to them as the Tormentors. Giants serve the role of bogeymen in many goliath children's tales.
Distrust of Magic
Only the natural magic of the Naauao is tolerated in goliath society, and even that makes most goliath uncomfortable. Goliath believe that channeling arcane or divine magic makes the channeler vulnerable to possession by a powerful evil spirit. This spirit is variously referred to as Inoa'ole (the Nameless One) or Mea Noonoo (the Mind Taker). If such a magic user makes the slightest faux pas in a goliath's home, it may be taken as a sign of possession and end poorly for the mage.
<redacted> Game Mechanics
Abilities
Descended from Giants. Goliaths are incredibly strong and tough, like their distant stone giant kin. They have very high Strength and Constitution scores on average.
Wise Ones. Goliaths revere their elders, who have high Wisdom scores by virtue of their position.
Alignment
Goliath society follows a strict social hierarchy, and many goliaths are lawful neutral as a result. Exceptions exist, but goliaths who do not recognize the authority of superiors are truly rare.
Age
Goliaths age slowly, reaching maturity around age 30. Your old age threshold is 150 years, and your aging rate is 5 years.
Languages
You are proficient in Goliath.
Size
Your size is Medium, barely. Goliaths frequently reach heights in excess of 8 feet.
Speed
Due to your long legs, your base walking speed is 35 feet.
Goliath
Size
Medium
Medium
Speeds
Walk 35 ft.
Walk 35 ft.
Old Age Threshold
150 years
150 years
Traits
Powerful Build. You have the Powerful Build trait.
Mountain Born. You have resistance to cold damage. You're also acclimated to high altitude, including elevations above 20,000 feet.
Natural Thrower. Like stone giants, goliaths can hurl rocks to great effect. You are proficient with improvised thrown weapons.
Stone's Endurance. Blows occasionally glance off your stone-like body. When you take damage other than psychic damage, you can use a reaction to reduce that damage by 1d12 plus your Constitution score.
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.
Unflinching. If you are concentrating and you take damage, you do not have to make a Constitution saving throw to maintain concentration unless the damage exceeds your level.
Suggested Feat
Mental Block
Prerequisite: Not immune to the frightened condition
Cost: 1 feat point
Cost: 1 feat point
Your distrust of magic allows you to partially shield yourself from it. You gain the following benefit(s) and drawback:
- You have advantage on Intelligence saving throws.
- If you are a goliath, your Stone's Endurance trait can reduce psychic damage.
- When you attempt to cast a spell, you must first succeed on a Wisdom check. The DC is equal to 5 + the level of the spell. If you fail, it is as if you never attempted to cast the spell, but you can't attempt to cast a spell again on this turn.
Many goliaths have this feat due to their stories of the fearful spirit Inoa'ole, who can possess anyone who opens their mind to magic.
Suggested Background
Goliath Hurler
Prerequisite: The ability to speak Goliath; Powerful Build trait or Strength 2 or higher
You practiced the technique of hurling stones with the goliaths. You gain the following benefits:
- You are proficient in Athletics and with improvised thrown weapons.
- Attacking at long range doesn't impose disadvantage on your improvised thrown weapon attack rolls.
- When you use a rock as an improvised thrown weapon, its damage die is a d8 instead of a d4.
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Walk
Walk
Natural Movement Modes: Jumping, walking
Other Movement Modes (+1 Cost): Climbing, crawling, sneaking, swimming
Other Movement Modes (+1 Cost): Climbing, crawling, sneaking, swimming
If you don't have a walk speed, you are prone while on the ground. If you have a walk speed of at least 5 feet, you can spend half of it as part of a move to stand up from prone.
Jumping
Jumping
Jumping is a movement modifier that lets you clear gaps or obstacles. Instead of the usual movement cost, you must spend 1 foot of movement for every foot you jump vertically or horizontally (whichever is higher).
When you jump, perform the following series of calculations; don't round until the end. The resulting value is the maximum number of feet you can jump.
- Start with your passive Athletics. Alternatively, you can make an Athletics check and use the result instead.
- If you did not get a running start immediately before jumping, divide the value by 2. To get a running start, you must move in a straight line in the direction you want to jump for a number of feet determined by your size, as shown in the Running Start Distances table. The speed you use to get a running start must be the same speed you use to jump.
- To determine the vertical distance you can clear, divide the value by 2 again.
Running Start Distances
Size | Running Start |
---|---|
Minuscule | 0 ft. |
Tiny | 5 ft. |
Small | 10 ft. |
Medium | 10 ft. |
Large | 15 ft. |
Huge | 20 ft. |
Gargantuan | 25 ft. |
Prone
Prone
Effects of This Condition
- The only movement mode available to you is crawling.
- You have disadvantage on attack rolls.
- An attack roll against you has advantage if the attacker is within 5 feet of you. Otherwise, the attack roll has disadvantage.
Ending This Condition
You can end this condition by standing up, which requires spending half of your walk speed when you move.
Causes of This Condition
Walking
Walking
Walking lets you move in any direction across a non-vertical surface. There is no mechanical distinction between walking and running. If you are on land and lack a walk speed, you fall prone.
Climbing
Climbing
Climbing lets you move in any direction across vertical surfaces. If the surface is particularly difficult to climb, you may have to make an Athletics check to avoid falling off.
Falling
Falling
When you begin falling, you immediately fall 60 feet. While falling, you drop another 180 feet at the start of each of your turns.
On impact, you take one size die of bludgeoning damage for every 10 feet you fell, to a maximum of 20 dice. You land prone unless you avoid taking damage from the fall, such as via the Break Fall reaction.
If you land in a creature's space, that creature must make a DC 10 Dexterity saving throw. It can choose to fail. On a failed save, the fall damage is split evenly between you and it.
Break Fall
Break Fall
Trigger: you land at the end of a fall
You attempt to land safely. Make an Acrobatics check. The fall damage is reduced by half the result of the check.
Sneaking
Sneaking
Sneaking is a special movement mode that you use at the same time as another movement mode. If you are hidden, sneaking allows you to maintain your Hide DC.