Goliaths

**Goliaths** are a species of tall, pale-skinned, and powerful gigantids that originate from the bleak tundra and wild mountains of southern Wyldcrown. They very rarely wander far from their homes, but move their homes with them when doing so. Their society is inherently tribal, based on a system of earned stature, with the main goal for many goliaths being to earn a place in their tribe, or die trying. Different bloodlines and tribes vie for supremacy in a constant struggle for social status and power.

## Culture & Society

Goliaths place a great deal of importance on self-sufficiency and individual skill. They have a compulsion to keep score, counting their deeds and tallying their accomplishments to compare to others. Goliaths love to win, but they see defeat as a prod to improve their skills.

Despite this need for individuality, goliaths understand that the tribe survives longer than the individual in the unforgiving wilds. Among goliaths, any adult who can't or won't contribute to the tribe is expelled. A lone goliath has little chance of sur­vival, especially an older or weaker one. Goliaths have little pity for adults who can't take care of themselves, though a sick or injured individual is treated, as a result of the goliath concept of fair play. A permanently injured goliath is still expected to pull his or her weight in the tribe. Typically, such a goliath dies attempting to keep up, or the goliath slips away in the night to seek the cold will of fate.

In some ways, the goliath drive to outdo themselves feeds into the grim inevitability of their decline and death. A goliath would much rather die in battle, at the peak of strength and skill, than endure the slow decay of old age. Few folk have ever meet an elderly goliath, and even those goliaths who have left their people grap­ple with the urge to give up their lives as their physical skills decay. Because of their risk-taking, goliath tribes suffer from a chronic lack of the experience offered by long-term leaders. They hope for innate wisdom in their leadership, for they can rarely count on a wisdom grown with age.

## Subraces

### Stoneheart Goliaths

Stoneheart Goliaths, traditionally known as *Steinhjerten*, are the most common caste in goliath society. Workers, builders, fighters, and overall the strong spine of any tribe, they are generally broad and strong, with great durability and stamina that serves them well in the harsh lands in which they make their homes.

### Runeskin Goliaths

Runeskin Goliaths, traditionally known as *Tuvaren*, are a rare caste that specialise in runic magic and shamanistic rituals. Their traditional name, meaning "storm thieves", is an allusion to the belief that they originally derived their teachings and abilities by tricking and subduing a number of jötnar and stealing their runic secrets. For many of these kinds, they carry totemic focuses akin to their larger kin and often inscribe similar runes into their skin.

### Ironblood Goliaths

Ironblood Goliaths, traditionally known as *Jarnvaren*, are the rarest caste of goliath society, believed to be directly descended from the original Iron Lords of Kavavhik, blessed with ancient ancestral power and raw ferocity that often puts them at the forefront of their tribes. Much of the leadership in Kavavhik, and elsewhere were goliath tribes are found, is of the Ironblood bloodline.

## Properties

### Stoneheart Goliath

* ***Ability Score Increase.*** Your Strength score increases by 2, and your Constitution score increases by 1.
* ***Size.*** Your size is Medium.
* ***Speed.*** Your base walking speed is 30 feet.
* ***Natural Athlete.*** You have proficiency in the Athletics skill.
* ***Stone's Endurance.*** You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. 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.
* ***Powerful Build.*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
* ***Mountain Born.*** You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates, as described in chapter 5 of the *Dungeon Master's Guide*.

### Runeskin Goliath

* ***Ability Score Increase.*** Your Strength score increases by 2, and your Intelligence score increases by 1.
* ***Size.*** Your size is Medium.
* ***Speed.*** Your base walking speed is 30 feet.
* ***Elemental Totem.*** You can use your action to conjure a mote of runic magic from your totem and hurl it at a point you can see within 120 feet. Each creature within 5 feet of that point must make a Dexterity saving throw. The DC for this saving throw equals 8 + your proficiency bonus + your Intelligence modifier. A creature takes 2d6 damage on a failed save, or half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. You can choose one elemental damage type for this ability, and cannot change it once you do so. 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.
* ***Tempestuous Resilience.*** Starting at 3rd level, you can cast the *absorb elements* spell with this trait. Once you cast the spell with this trait, you can't do so again until you finish a long rest. You can also cast the spell using any spell slots you have of 1st level or higher. Intelligence is your spellcasting ability for when you cast *absorb elements* with this trait.

### Ironblood Goliath

* ***Ability Score Increase.*** Your Strength score increases by 2, and your Charisma score increases by 1.
* ***Size.*** Your size is Medium.
* ***Speed.*** Your base walking speed is 30 feet.
* ***Legacy of War.*** You learn one manoeuvre of your choice from among those available to the Battle Master archetype in the fighter class. For the purposes of using this manoeuvre, your superiority die is a d6 (this die does not add to any superiority dice you have from another source). If the manoeuvre requires your target to make a saving throw to resist its effects, the DC equals 8 + your proficiency bonus + your Strength or Charisma modifier (your choice). 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.
* ***Glacial Fortitude.*** When you fail a Constitution saving throw, you can re-roll the save and must use the new roll. Once you use this trait, you can't use it again until you finish a short or long rest.