Goliath: Difference between revisions
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==In 5e== | ==In 5e== | ||
Same old perfect barbarians, but chucked out the hippie fluff. Instead, they're vocal in their mockery of civilization. | Same old perfect barbarians, but chucked out the hippie fluff. Instead, they're vocal in their mockery of the tendencies of civilization's structures - they have a sense of fairness that no position can hope to dissuade, the weak and useless die trying to keep up, everyone is constantly tested in their environment (especially their leaders) which they will still relish continuing in fairer places, and they would all sooner die fighting hopelessly than waste away remembering glory days. | ||
* Ability Score: +2 Strength, +1 Constitution | * Ability Score: +2 Strength, +1 Constitution |
Revision as of 22:28, 9 October 2017
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Goliaths are borderline savage nomads who live for sport and fighting and live up in the mountains. They're excellent at three things: climbing, killing and taking a beating. For this reason, they're excellent for pure combat builds - those bonuses to STR and CON have "Tank" written all over them. They also, for some reason, have natural skin patterns that look like camo body paint. Finally, your dream of building Cammy from Street Fighter as a Monk can come true! Also, these guys get all the benefits of being large (bigger weapon dice sizes, more reach, grapple bonuses,) with none of the penalties (attack penalties, ac penalties, being easier to surround) so they're for cheesemongers. If you see one of these guys using spiked chains and getting spring attack and combat expertise, run.
The downside is, they revere nature, like a hippie. Good luck playing one in an urban campaign. They're pretty much the 'one true race' for Warden, give one a 2h weapon and the Fighter becomes somewhat obsolete, power creep ftw!
They originated in 3rd edition in the "Races of Stone" splatbook, which focused on "earthen" races like the more mainstream dwarf and gnome. They then reappeared in 4th edition's PHB 2 and in 5th edition's Elemental Evil Players Guide.
In 5e
Same old perfect barbarians, but chucked out the hippie fluff. Instead, they're vocal in their mockery of the tendencies of civilization's structures - they have a sense of fairness that no position can hope to dissuade, the weak and useless die trying to keep up, everyone is constantly tested in their environment (especially their leaders) which they will still relish continuing in fairer places, and they would all sooner die fighting hopelessly than waste away remembering glory days.
- Ability Score: +2 Strength, +1 Constitution
- Typical Alignment: Favor Lawful Neutral
- Size: Medium. Described as being between 7 and 8 feet tall, and weighing 280-340 lbs.
- Speed: Base walking speed of 30 feet.
- Natural Athlete: Automatic proficiency in Athletics
- Stone's Endurance: Can use your reaction to roll a d12+Con modifier and reduce damage by that much. Recharges on short or long rests.
- Powerful Build: Count as one size larger for carrying capacity and determining how much you can carry, drag, or lift.
- Mountain Born: Instant acclimation to high altitude, including above 20,000 feet, and naturally adapted to cold climates.
- Languages: Common and Giant
Dungeons & Dragons 4th Edition Races | |
---|---|
Player's Handbook 1 | Dragonborn • Dwarf • Eladrin • Elf • Half-Elf • Halfling • Human • Tiefling |
Player's Handbook 2 | Deva • Gnome • Goliath • Half-Orc • Shifter |
Player's Handbook 3 | Githzerai • Minotaur • Shardmind • Wilden |
Monster Manual 1: | Bugbear • Doppelganger • Githyanki • Goblin • Hobgoblin • Kobold • Orc |
Monster Manual 2 | Bullywug • Duergar • Kenku |
Dragon Magazine | Gnoll • Shadar-kai |
Heroes of Shadow | Revenant • Shade • Vryloka |
Heroes of the Feywild | Hamadryad • Pixie • Satyr |
Eberron's Player's Guide | Changeling • Kalashtar • Warforged |
The Manual of the Planes | Bladeling |
Dark Sun Campaign Setting | Mul • Thri-kreen |
Forgotten Realms Player's Guide | Drow • Genasi |