Goliaths

Goliaths are the most archetypal sort of Giant. They tend to be 8 to 10 feet tall, and typically have ash-grey skin. Giant culture places emphasis on tattoos, using tattoos to have a record of the Giant's history, and Goliaths often bore the most and most ornate tattoos. Goliaths often led Giant Tribes and Septa due to incredibly long standing traditions regarding Totems and ancestral lines, though by the days of the Collective there were nearly as many Orcs leading Septa as Goliaths.

Once upon a time, Goliaths were the most populous people and the most accomplished spellcasters and martial artists. Over time, however, Humanoid civilizations grew in technological power and numbers, Elementals grew in magical power and numbers, Dragons revolutionized Martial Arts, and once the Collective was formed the Giants had very few advantages to bring to the table, hence why the leaders were very intent on joining the Collective before the Collective "joined" them. The Goliaths led most of the Tribes when this decision was made, but they did not have all the power within the Septa, leading to the Giants largely holding the Collective at arms' reach.

When the Plague ravaged the world, the Giants were hit the worst; Tribes with Goliath leaders slightly less so. Goliath leaders were somewhat more accepting of the Collective's technology and magic, and so were better prepared for the Cursed. Despite this, Tribes were still some of the first to fall, and many Totems which had watched over the Giants for millennia were dismissed, losing history and protection for all of Giant-kind.

## Mechanics

By sole virtue of being a Goliath, you are either Large or Medium, your speed is 30 feet, and you have 15 points to spend on any combination of the following traits. You may not take the same trait multiple times, unless noted otherwise.

***Ability Score Increase (3 Points).*** You gain a +1 bonus to an ability score of your choice. You may take this multiple times, though no more than twice per ability score.

***Darkvision (1, 3, or 6 Points).*** Your eyes are adapted to the dark. For 1 point, you gain 60 feet of Lowlight vision, allowing you to see in dim light as though it were bright light. For 3, you get darkvision to 60 feet. For 6, you gain Superior Darkvision to 60 feet, which allows you to see as though it were always bright.

***Natural Armor (4 Points).*** You gain Physical Shield equal to 1/3rd your Maximum Hit Points. You regain this Shield at the end of a long rest.

***Natural Weapons (1 Point).*** You gain natural weapons which are Unarmed weapons with which you are proficient, even if you are not proficient in Unarmed weapons. They possess a d4 damage die. You may take this feature upto 5 times, each time after the first increasing the damage die by one step.

***Numen (6 Points).*** You have an ancestor spirit, probably a Totem, which acts as a unique companion. You may cast Manifest Spirit, summoning only your Numen, at a level equal to half your class level (Rounded up), without spending resources to do so. You regain the ability to do so at the end of a long rest. Further, if your Numen is bound or summoned by another, they are always friendly to you (Unless specifically charmed through another effect) and will listen to your instruction over their binder or summoner.

***Resistance (3 Points).*** You Shield for one type of damage from the following list equal to 1/3rd your Maximum Hit Points; Acid, Cold, Fire, Lightning. You regain this Shield at the end of a long rest.

***Swiftness (2 Points).*** Your speeds increase by 10 feet. You may take this no more times than you have increased your Strength, Dexterity, or Constitution Scores using these points.

***Talent (3 Points).*** You gain proficiency in a skill or tool of your choice. You may take this feature multiple times.