Goliath

Goliaths, like Humans and Halflings, are humanoids descended from Giantkin. They very clearly display this ancestry, averaging 8-or-so feet tall, and bearing stony, ashen, or another strangeness of their skin. They are almost exclusively found on the continent of Arclent and Anukavin, though the reason for this is not obvious, as Giantkin have history on many continents, not only these two.

Goliaths are born with tattoo-like markings across their skin(Usually being black in colour, except for those descended from Fire Giants(Which tend to be orange), though other colors have been seen). It is believed that these markings will predict the goliath's future, upto and including their death, and that Goliaths bearing identical markings are linked on a metaphysical level(Such as sharing pieces of a soul, or being Fatebound.)

On Arclent, Goliaths were usually found in semi-nomadic tribes in forests, mountains, and the Aramese Desert. They weren't often seen in the Plains of Arclent or in Zirantia. While most(Read, non-Fire Giants) were reticent to live underground, after the demonic invasion of Arclent, many were forced into the Underdark. While rarely seen, when found outside their tribes, Goliaths usually operated on the fringes of whatever society they were in; Hermits, sages, hunters and the like. Very rarely, goliaths with a particular sense of glory, valor, or bloodthirst would operate as Gladiators, Siegeball Players, or Pro-Mage Duelists.

On most other continents, where there aren't enough goliaths to form proper tribes, Goliaths usually form large family groups or businesses, as appropriate. On Anntarrem, for example, there is a series of families where the lesser Goliath Tribes were integrated into various Dwarren families, such as the Thundersmiths and the Pyra.

* Goliaths as DnD Characters
* Goliaths as FATE Characters

## Goliaths as DnD Characters

Goliaths share the following traits, regardless of subrace;

**Medium/Large Humanoid; 30 ft. Walking/Climbing speed**

**Ability Score Increase**. You gain a +2 to one ability score and a +1 to another, or a +1 bonus to three separate ability scores.

**Giantborne**. You add your Tier to your strength modifier for the purposes of gaining benefits from high ability scores.

**Tribe Mentality**. You recognize your allies as your allies, unless Charmed by a spell whose level is greater than your bonus to Wisdom Saving Throws, or your allies are disguised by an illusion which makes them unrecognizable. In other terms, you cannot be charmed into attacking your allies, unless by a spell whose level is greater than your bonus to Wisdom Saving Throws.

Goliaths are then split into the following Subraces;

## Cloudborn

Goliaths descended from Cloud Giants were rarer than many others, but not unheard of. Along with Iceborn goliaths, they loved to live in the mountains. On Arclent, when the demonic invasion swept into the mountains, most Cloudborn chose death over leaving for the Underdark, leading to very few remaining.

Cloudborn possess the following statistics;

**35 ft. Walking/Flying speed**

**Skywalk**. You may walk on clouds as though they were pseudo-solid, like gelatin.

**Trickery of the Skies**. You learn the Minor Illusion cantrip, and you may cast the Disguise Self spell at-will.

### Heroic Cloudborn

Heroic Cloudborn gain the ability to control the winds like their own bodies. You cast Gust of Wind, Warding Wind, or Wind Wall, with no concentration in place of making an attack.

### Cloudborn Paragons

Cloudborn Paragons gain a deeper connection with illusions and trickery. You gain the ability to cast Silent Image at will as a bonus action, Major Image at-will as an action, and Hallucinatory Terrain once each per day.

### Epic Cloudborn

Epic Cloudborn could cast Mighty Fortress once per day with no material components. This fortress would rise out of a cloud created under it, or a cloud which already existed. You can use your action to move this cloud fortress upto 60 feet, along with everything on it. In addition, all spells cast through being a Cloudborn are cast at a level equal to your proficiency modifier.

## Fireborn

Fireborn are goliaths whose ancestry traces to Fire giants. Unlike most other goliaths, their skin is a deep black color, with white or orange markings. They lived in the Underdark long before other goliaths did, and by choice at that.

Fireborn possess the following statistics;

**Burning Forge**. You gain proficiency in Blacksmithing tools. The heat produced by *Flaming Hands* is enough to properly forge with, using only a metal hammer and anvil.

**Fire Resistance**. You possess Fire Shield equal to half your maximum hit points. You regain this Shield at the end of a short or long rest.

**Flaming Hands**. While wielding metal weapons, or attacking with no weapons, you may deal an additional die of fire damage. This die is the size of your proficiency die. You may touch a creature to cause this damage, and while grappling a creature you inflict this damage each round.

### Heroic Fireborn

Heroic Fireborn gain a much more precise control over their fire magic. You may cast Heat Metal and Searing Smite at-will, and you gain a stockpile of Flame Dice. These dice are a number of d10's equal to your level. Whenever you roll fire damage, you may spend Flame Dice to add them to the fire damage roll.

### Fireborn Paragons

Fireborn Paragons' Fire Shield maximum increases to their full maximum hit points, and all fire-based spells cast by them are cast at a level equal to their proficiency modifier. In addition, all metal weapons forged by a Fireborn Paragon become Flametongue Weapons, unless you choose to forge a normal item.

### Epic Fireborn

Epic Fireborn Goliaths can cast Mighty Fortress once per day with no material components, creating the fortress out of black steel. While within, you can increase or decrease any fire damage dealt inside the fortress by your level (No action required), and you may choose for any number of creatures within to suffer the same fire damage at the beginning of each of your turns.

## Fogborn

Fogborn Goliaths are descended from Fog giants. Fogborn like to live in marshes more than forests or mountains.

Fogborn use the following stats.

**35 ft. Walking/Climbing/Swimming speed**

**Fog Call**. You may cast the Fog Cloud spell once per short rest.

**Foglurk**. You may swim through fog as though it were water. While within fog, you are considered invisible.

**Treachery of the Marsh**. When you attack a creature unaware of your presence, you roll an additional die of damage, which is the size of your proficiency die.

### Heroic Fogborn

Heroic Fogborn gain a more intuitive and deeper connection to the mist. You may cast Fog Cloud and Misty Step a number of times each equal to your proficiency modifier per short rest. When you cast Misty Step, you may choose to cast Fog Cloud on the point you teleport to without needing an action.

### Fogborn Paragons

Fogborn Paragons turn invisible each time they cast Misty Step, becoming visible again after 1 minute or until they attack or cast a spell, aside from Misty Step. In addition, when you cast Fog Cloud, it's radius can be as small as 5-feet or as large as 60-feet, and may remain for as long as 8 hours.

### Epic Fogborn

Epic Fogborn can cast Fog Cloud or Misty Step at-will at no cost. Their fog clouds cannot be dispersed through any mundane means, can remain for upto 24-hours, and can be as large as 300-feet in radius.

## Godborn

Godborn Goliaths are exceedingly rare, descended from Titans. They often create and live in their own temples, usually dedicated to themselves. Yeah, the "Godborn" moniker really went to their heads, if you hadn't noticed.

Godborn use the following stats.

**40 ft. Walking/Flying speed**

**Divine Wrath**. You gain the Nth level spell Divine Bolt. This spell is an action to cast, targets a creature within 500 feet, and on a successful hit deals d8's of damage equal to your level, plus 2d8 additional damage per level of spell slot spent on the effect. The damage of this spell is your choice.

**Titanic Ego**. You add your Tier to your charisma modifier for the purposes of gaining the benefits of a high charisma modifier.

### Heroic Godborn

Heroic Godborn have the ability to bless creatures. You learn the Bless, Ceremony, Shield of Faith, and Warding Bond, and may cast each once per rest with no components.

### Godborn Paragons

Godborn Paragons gain a divine Providence. You are considered Humanoid(Ostorian) and Giant(Ostorian) both, and gain the attention of the Ostorian Fates and Messengers. You gain Luck points equal to your proficiency modifier, which you regain at the end of a long rest. You may spend one of these points to cast a version of Commune; This casting allows you to ask a single question of a Fate interested in your tale. They are likely to give you an answer which goes beyond a simple "Yes" or "No", but might deem the question to important to your story and refuse to answer entirely.

### Epic Godborn

Epic Godborn are Titans incarnate. You may cast a special version of Mordenkainen's Magnificent Mansion, however this mansion is situated somewhere on the infinite peaks of Lost Ostoria and tended by semi-divine servants. You may cast this spell at-will as an action with a duration of "Until dispelled or cast again". The mansion, being situated on Ostoria, abides by that plane's rules, and visitors are able to travel to other Mansions, as well as the features of the plane, as normal.

## Iceborn

Iceborn are descended from Frost Giants. Like their ancestors, they are particularly cutthroat. Unlike the Cloudborn, when demons came up the mountain, they went into the Underdark, only coming out after decades had passed.

Iceborn use the following stats.

**Cold Resistance**. You possess Cold Shield equal to half your maximum hit points. You regain this Shield at the end of a short or long rest.

**Survival Hunting**. You gain proficiency in the Athletics and Survival skills, in addition to proficiency in Cook's Utensils. In addition, when you cause damage to a beast or plant, you roll an additional proficiency die of damage.

**Warrior's Wrath**. When you are attacked by a melee attack, you may use your reaction to make a weapon attack against the attacker.

### Heroic Iceborn

Heroic Iceborn gain an intuitive frost magic. You may cast Arcane Weapon (Cold only) or Rime's Binding Ice at-will, and you gain a stockpile of Frost Dice. These dice are a number of d10's equal to your level. Whenever you roll cold damage, you may spend Frost Dice to add them to the cold damage roll.

### Iceborn Paragons

Iceborn paragons' Cold Shield maximum increases to be equal to their full maximum hit points. In addition, your weapons coat over with frost, causing them to deal additional cold damage equal to two of your proficiency dice.

### Epic Iceborn

Epic Iceborn automatically prepare all food as a Heroes' Feast, and every campsite they rest at becomes a frigid Druid's Grove.

## Hillborn

Hillborn are Goliaths descended from Hill Giants. They were the only tribes to enjoy the plains and fields over other locales.

Hillborn use the following stats.

**Iron Stomach**. You are immune to all nonmagical poisons and diseases, and possess a "Sickness" Shield equal to your maximum hit points which protects against the poisons and diseases you are not immune to. In addition, if you consume a day's worth of food during a short rest, you regain hit points equal to thrice your level. If you consume at least 5 days' worth of food in one day, you end your next long rest with temporary hit points equal to 5 times your level.

**Slam**. Your bulk is impressive. You add your constitution modifier to the damage of all of your weapon attacks.

### Heroic Hillborn

Heroic Hillborn goliaths are able to heal in the frey. A number of times each day equal to your constitution modifier, you are able to use your bonus action to regain 2d4 + 2 hit points, usually by eating something quickly.

### Hillborn Paragons

Hillborn Paragons become better at handling their massive bulk. For the purposes of gaining benefits from high ability scores, you add your Constitution modifier to your Strength modifier.

### Epic Hillborn

Epic Hillborn finally awaken to their fragment of giant magic. You may cast Earthquake once per short rest. While you concentrate on this spell, at the beginning of each of your turns, the area within 15-feet of you is affected as per an Erupting Earth spell.

## Nightborn

Nightborn are Goliaths descended from Fomorians, evil giants which were cursed in antiquity. Nightborn do not share in their curse, but they usually share in their temperament. Nightborn goliaths have a pale purple skin tone, and often live deep in the Underdark, rarely to ever see the surface.

Nightborn use the following stats.

**Evil Eye**. You may cast Bane, Hex, and Sleep once each, regaining the ability to do so at the end of a rest. When cast in this way, Sleep is a curse, and you roll a number of d12's equal to your level, rather than 5d8.

**Giant Ritualism**. You learn the *Minor Ritual: False Ordning*.

### Heroic Nightborn

Nightborn of the Heroic Tier are able to use even greater curse magic. You may cast Bestow Curse once per short rest. When you cast Bestow Curse, it must target a creature you may see within 60 feet, and you do not maintain concentration on the effect.

### Nightborn Paragons

Nightborn Paragons wield curses like shackles. You may cast Geas once per day as an action. In addition, your curses may target any type of creature, regardless of normal limitations on the spells or effects.

### Epic Nightborn

Epic Nightborn rival Fomorian deities in their curse proficiency. For all spells you gained through being a Nightborn Goliath, you may cast them a number of times equal to your proficiency modifier, regaining all uses at the end of a short rest. In addition, you cast the spells at a level equal to half your character level, rounded up, and you do not maintain concentration.

## Stoneborn

Stoneborn are the most common Goliaths, and are descended from Stone Giants. Unlike their ancestors, they dislike the caves and underdark, preferring deep forests.

Stoneborn use the following stats.

**Stone's Endurance**. When you suffer damage, you may use your reaction to reduce it by 1d12 plus your level plus your constitution modifier. You may do this a number of times each long rest equal to your proficiency modifier.

**Stone Form**. You are immune to the Petrification condition. In addition, you have a natural armour shield equal to one third your maximum hit points, which you regain at the end of a long rest.

**Visions of the Stone**. You may concentrate for 1 hour while on top of a section of unworked stone. In doing so, you cast Commune or Commune with Nature, with the answers appearing on the stone around you. You may ask a maximum number of questions equal to your level. At the end of a long rest, you regain the ability to ask one question.

### Heroic Stoneborn

A heroic stoneborn's skin takes a particularly stony texture. Your natural armour shield increases to half your maximum hit points, and you regain this shield at the end of a short or long rest.

### Stoneborn Paragons

Stoneborn Paragons are able to harness the energies of stone of their ancestors. You may cast Flesh to Stone a number of times per long rest equal to your proficiency modifier. When you do this, the range of the spell is Touch. You may also use this casting to reverse the effects of the spell on a creature, curing the Petrified condition. Performing this magic on ordinary statues has horrific effects, but can be a decent source of meat in a strange situation.

### Epic Stoneborn

Epic Stoneborn inherit the power of the ancient Dreamwalker Stone Giants. You are permanently under the effects of Mind Blank. In addition, you may cast Reverse Gravity once, regaining the ability to do so at the end of a short rest. This reverse gravity can be pointed in any direction, and can be different for different creatures within the area. You can fly upto 60 feet without spending movement each round within this area, due to your control of your own gravity.

## Stormborn

Goliaths descended from Storm Giants, which tend to live on the coast, if not underwater entirely.

Stormborn use the following stats.

**30 ft. Walking/Swimming/Climbing Speed**

**Gift of Prophecy**. At the end of a long rest, roll a d20 and record the number. Whenever you make a d20 roll, you may replace the roll with the recorded number after you see the roll but before you know the results of the roll. You then lose the foretelling number.

**Gift of the Sea**. You may breathe water as easily as air.

**Gift of the Storm**. You learn one spell related to storms or lightning at every spell level, upto half your level. You may cast each spell once per rest as an action without spending any resources.

### Heroic Stormborn

Heroic Stormborn gain an enhanced gift of prophecy. You may enter a prophetic trance over the course of an hour. At the end of this time, you may either cast Legend Lore or roll two additional dice as part of your Gift of Prophecy. You may do this once each day.

### Stormborn Paragons

A Stormborn Paragon wields lightning better than Steel. You are able to create Lightning Swords and Air Javelins for use as weapons. Lightning Swords are one-handed Greatswords fit for your size which deal lightning damage. Air Javelins are bursts of sharp wind which function like javelins, but with 10 times the range increments. You use your choice of Strength, Dexterity, or your casting stat for these weapons. In addition, when you cast any spells through **Gift of the Storm**, they are cast at a level equal to the highest level spell you can cast.

### Epic Stormborn

The most epic stormborn command the seas and skies as an extension of their body. You are permanently under the effects of Control Weather, and within the 5 mile radius you can affect with this spell, you may cast Control Water and Control Wind as an action without spending resources. These spells remain in effect until you move such that they are outside your 5-mile range. You do not maintain concentration on these effects, and you may use one action to make an appropriate action for all active spells gained through being a Stormborn.

## Racial Variations and Mixing

Like all other races, Goliaths are not typically an absolutely pure, insulated matter. The following guidelines show suggestions for how this may be resolved;

### Beastkin Ancestry

This is a bit more common than the alternatives. From the appropriate Beastkin Ancestor, you choose a feature to gain, which replaces your Tribe Mentality feature. Your body may bear many subtle or obvious markings of your Beastkin ancestor, such as a tail or additional set of ears. Some Goliath are lucky enough to benefit from wings from an avian ancestor.

### Dragonkin Ancestry

Though particularly rare, this does happen in some places. Due to the rough mixing of competing bloods(That is, it's obviously "A Goliath with some Dragon added" as opposed to a new thing completely), Goliaths will never possess a Dragon's Heart, or indeed Dragon's Blood, unless through divine intervention. If a goliath, or whatever children they have, gain the benefits of Dragon's Blood, they are considered Traitors to Annam. However, all of that aside, these Goliaths often replace their Tribe Mentality feature with the following feature.

**Warlike Ancestry**. You gain Shield to one type of Energy or Esoteric damage, reflecting your draconic ancestry, equal to half your maximum hit points. You also have markings on your body, displaying the colour of your draconic ancestor, which are a mirror image from more natural Markings(A fact which is only noticed by the INCREDIBLY RARE Goliath with both Annam's Favour and a Dragon Ancestor.)

### Dwarren Ancestry

This is also rare, though not so as much as Draconic ancestry, as Dwarren and Giants are typically opposing forces as well. This ancestry is more subtle, however even if nothing else is manifest, these two things are true; The Goliath is as much as 50% shorter, but no less than 20% shorter than they should be, and they gain access to the Forge of Creation just as a Dwarren of the appropriate type. There is no other cost associated with this, and aside from the height difference, there are no physical signs, as the Dwarren are very much blank slates as far as features are concerned. If the ancestry is thick, the Tribe Mentality may be replaced by an appropriate feature from the appropriate Dwarren.

### Melpominee Ancestry

The Melpominee are a mysterious race. Any Goliath descended from the Melpominee gains the following "Selective Occlusion" feature, and may replace their "Tribe Mentality" feature with their choice of a Melpominee feature from any Melpominee, even if they aren't directly connected to that sort of Melpominee. The only feature which cannot be gotten in this way is Melpominee Occlusion.

**Selective Occlusion.** Magic cannot divine your melpominee ancestry or any melpominee you are connected to through blood through you.

### Planar Ancestry

Planar Ancestry, as represented by the Planestouched, is not always so absolute as to override all other sources of existence. When a Goliath is touched by such things, they lose their Tribe Mentality feature and gain one appropriate Planestouched Feature which may be taken by their corresponding Planestouched. They cannot take any Soul features, as the core of their being is still Giant. In addition, an oddity of such things is that the Planar influence cannot fight the elemental Giant ancestry; A Celestial- or Aasimar-descent Goliath cannot be Nightborn, as the forces conflict. Likewise for Fiendish- or Tiefling-descent and Godborn. If the Planar Influence is strong enough, it will reverse the Ancestry, but usually the planar influence is completely overridden.

### Variation: Annam's Favour(Legacy 1)

This is not a mixing of magic blood, though it could be explained in that way. Instead this is simply the Goliath's Birthrunes coming to bear. The above Goliath stats don't take Birthrunes into account, due to their rarity. With this variant, you gain the following feature;

**Annam's Favour**. You gain Ostorian Charges equal to your level, which you regain at the end of a short or long rest. You then learn a spell of your choice at every level, whose level may be no greater than half yours, rounding up. You may cast these spells as normal, or by spending Ostorian Charges equal to the spell's level. You may also spend one of these charges as a point of Luck.Sample Stuff