Goliaths are massive creatures who are unafraid of throwing their weight around in a fight. They are highly competitive, these strong nomadic people can prove to be powerful allies and welcome additions to any adventuring party. Wizards of the Coast - Races of Stone Goliaths are known for their almost foolhardy daring. In their mountain homes, they leap from precipice to precipice, heedless of the fatal consequences of a misstep.
They place great stock in clan and family; life in the mountains teaches even the youngest goliath to rely completely on his fellows for a hand across a crevasse. Because most goliaths are hunter-gatherers, they tend to be inquisitive, always curious about whether better hunting lies over the next ridge or a good water source can be found in the next canyon. Old, sick, and otherwise infirm goliaths are exiled from their clans, never to return.
A typical goliath is larger than the largest half-orc. Most stand between 7 and 8 feet tall and weigh between and pounds. Unlike with most other races, there is no appreciable difference in height or weight between male and female goliaths.
Lithoderms—coin-sized bone-and-skin growths as hard as pebbles—speckle their arms, shoulders, and torso. Their skulls have a jutting eyebrow ridge, wide jaw, and occasional lithoderms as well. Female goliaths have dark hair on their heads, grown to great length and always kept braided. Male goliaths generally have hair only on their limbs. Because their skin mottling has cultural significance, goliaths generally dress as lightly as possible, displaying their skin patterns for all to see.
Goliaths instead decorate themselves with jewelry, often sporting ear, nose, or brow rings. For millennia, the goliaths have had only a spoken tongue, Gol-Kaa, which has only thirteen phonetic elements: a, e, g, i, k, l, m, n, o, p, u, th, and v. Ability Score Increase. Your Strength score increases by 2 and your Constitution by 1. Goliaths reach adulthood in their mid-teens, and can live to be just over 80 years old. Goliaths have a slight tendency toward chaotic alignments, which is reflected in their wanderlust and the small, mobile communities in which they live.
Still, each goliath tribe has one or more adjudicators that settle disputes within the clan, and such goliaths are generally lawful. Goliaths have a slight preference for good over evil, since among the high mountain peaks, survival becomes much easier when one aids a fellow goliath without insisting on recompense.
Most goliaths stand between 7 and 8 feet tall and weigh between and pounds. Your size is Medium. Your base walking speed is 30 feet. Mountain Movement. As goliaths practically live on the ledges and cliffs of the most forbidding mountains, they are particularly adept at negotiating mountain hazards. You are proficient in Athletics skill and can make standing long jumps and high jumps as if they were running long jumps and high jumps.You want to go fast.
Really fast. Through the use of several source books and Unearthed Arcana, your character can reach insane speeds. Keep in mind however that we're not building a character who can always run this fast all the time, but instead puts everything into one round, an in-game six seconds. This build uses nearly every official source that can increase a character's speed, even if only by 10 feet. You now have a base walking speed of 70 feet while not applying any effects to yourself, and a walking speed of while Bladesinging, Raging, and under the effects of Longstrider as well as the Celerity discipline's psychic focus.
This all together allows you to move feet on your turn. Unfortunately, this means that for your rage to have persisted multiple rounds, you must have an enemy attacking you. But, you will do it for the speed.
It does not end there. This is you sprinting across the land naked holding only a sword, without any help. A few simple magic items significantly increases your velocity. Adding these two items to the build, you have doubled your speed twice, and gained the use of another action, which you can use to dash. You now have a walking speed of Using your normal action, action surge, haste action, bonus action, and Feline Agility, you can move feet in one turn.
With your readied moving that you expend as a reaction, you can move feet in one round, or feet per second. Your speed obsessed Tabaxi does not have to go alone on this quest for velocity. Have a druid friend that is also level 20 with you, who is in the Circle of Dreams courtesy of Xanthar's guide to every thing. Along with your druid friend, you also have a level one Alchemist Artificer from the Artificer Unearthed Arcana. One of the potions that they can conjure up is the Swift Step Draught, which allows the drinker to gain a 20 foot bonus to speed for 1 minute.
Additionally, a Transmuter wizard can create a transmuter's stone at level 6, choosing an effect from a list, and giving whoever holds the stone the chosen effect. One of the effects is an increase of speed of 10 feet while the creature is unencumbered. Your tabaxi now has a walking speed of before dashing at all.
With your normal action, action surge, haste action, bonus action, Feline Agility, and additionally a reaction before all this nonsense, you can move feet in one round, which is feet per second, or miles per hour. Here's a fun fact: did you know that the speed of sound at sea level is Did you also know that the current land speed record is Before any features, traits, or magic items, you have a base speed of 30 feet.
This, quite frankly, is too slow. We can do this by turning into something that goes faster. Many beasts have speeds of 50, but this too is pathetic. How about 60? My grandmother goes faster. What if I told you that you can be something that has a base walking speed of feet?
Well, you can. But, how can you turn into one of these things without losing all of the juicy bonuses we talked about before? Now surely your thirst for speed has been slaked, right?Home Post new thread What's new Latest activity Authors.
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Unable to Add Feats in Character Builder
Was he using non-SRD content? To my understanding, he was providing the names of non-SRD material and features but no actual mechanics text. He lists the ability score bonuses for races, and action type and such for spells, but not the full description. I supported OrcPub2 on Kickstarter and was pledged to help the mobile app, but I haven't used it extensively.
I think it was a great tool for tabletop players, but the pbp site I frequent prefers a different sheet sharing location. That blows, but not overly surprising. Got to protect that IP - for the good of the hobby!
Goliath, Variant (5e Race Variant)
Ah well, I'm thankful for his efforts.I will use the color coding scheme which has become common among Pathfinder build handbooks, which is simple to understand and easy to read at a glance. I will not include 3rd-party content, including content from DMs Guild, even if it is my own, because I can't assume that your game will allow 3rd-party content or homebrew.
I also won't cover Unearthed Arcana content because it's not finalized, and I can't guarantee that it will be available to you in your games. The Warlock is likely the easiest of any spellcaster to play. You get only a handful of spell slots at a time, and never have to juggle multiple spell slot levels. Warlocks have a list of spells known, so you don't need to worry about changing your spells on a daily basis. Warlocks also get the most powerful damage cantrip in the game, giving them a solid, reliable option for violence in between your big spells.
The Warlock typically fills the party's Wizard-equivalent requirement, offering options as a Controller and Striker, and with some minor investments the Warlock can also serve as the party's Face. The Warlock falls a bit short in terms of Utility spell options, but that can be mitigated with Pact of the Tome and a few Invocation choices if your party can't compensate for that shortcoming.
Saves : Wisdom and Charisma saves are great for resisting things like mind control and paralysis which might subdue you, but Warlocks will have lots of issues with effects that affect their bodies. Proficiencies : Light armor and simple weapons are fine since you definitely won't use weapons, but the skill list is frustrating. You get two skills and access to a couple of Face skills, but most of your non-Face skills are Intelligence-based.
Pact Magic : Warlocks have a completely unique form of magic. Unlike other spellcasters your spell slots are all the same, and you only get a handful of them, but they recharge on a short rest. This means that you will need to rely much more heavily on cantrips, and use your slotted spells when they can be the most effective.
Because Pact Magic works different from other spellcasting, be sure to double-check the Multiclassing rules before you look at other spellcasting classes. Eldritch Invocations : You get a total of 8 invocations over the course of 20 Warlock levels. You can't get everything, so stick to options which solve problems which your party can't solver otherwise or to options which you can apply frequently. The damage is simply too good to pass up.
You don't get enough invocations to justify wasting one on this. Beguiling Influence PHB : Very helpful if you want to be a Face, but you already get Deception as a class skill option, and you can pick up Persuasion from your background. Devil's Sight allows you to use magical darkness, including the Darkness spell, to gain a massive advantage over your foes.
I purchased backgrounds and feats from the PHB and while the backgrounds are available to select in the Character Builder, I don't see any option to choose a feat. What am I missing? They are showing in both the Compendium and under the Variant Human. Is there a way to add a Feat to other races?
Well, is there any way to customize this in the character creator? Or should I just homebrew a magic item that does what the feat does as my characters were each allowed to choose one Feat?
Really can't wait for them to fix that since I use this site for my character sheets and it's a bit of pain trying to get all the states and numbers right without all the feats available.
How to add tooltips.
My own growing set of Homebrew subclasses. Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games. Feats can already be homebrewed - as long as you dont attempt to publish a feat from one of the books, you are fine. Wary the wizard who focuses on homebrew, for he can create nightmares that you wouldn't even dream of. Ok so the DM wants everyone to start with one additional feat for a one shot. What's the best way to add this? I see that all the feats are there, but I don't see how to add a feat Struggling with the Character Builder?
Would this only work for stat modification, or should it work for everything? Increase your Strength or Dexterity score by 1, to a maximum of You gain proficiency with four weapons of your choice. Each one must be a simple or a martial weapon. Right, the problem is an item cannot prompt for you to choose things. So things like "choose a weapon" will not work. You need the item to add proficiency for the specific weapon you want. Same goes for ability score increase.
For example you want to choose strength increase and proficiency with shortsword, longsword, shortbow and longbow. Your item would need the following modifiers:. Sign In Register. Rollback Post to Revision RollBack. DM and World-Builder.
Obsessed with the story. In 5th edition rules, characters can choose a feat instead of raising their ability scores at specific class levels.It isn't, not without certain limited shenannigans like the Samsaran Munchkin race.
There's language in the sorcerer class to support the sorcerer learning non-sorcerer spells that are "on-theme", such as a verdant bloodline sorcerer learning burst of nettles.
It's still GM's discretion, though. Ultimate Campaign has mechanics for researching a spellwhich includes making up your own from scratch, and could reasonably be extended to researching a new spell that functions identically to one from another class. Subject to GM approval, naturally. Good catch! I totally forgot about that JonathonWilder May 4,pm 1 person marked this as a favorite. Edit: Sighs, never mind this is a Rules Question.
An honorable mention could go to the Skald.
Though it doesn't learn spells off other lists, it gets the ability to cast from a couple of other spell lists spontaneously a few times per day. At 5th level, a skald is learned in the magic of other spellcasters, and can use his own magic to duplicate those classes' spells.
Casting a spell with spell kenning always has a minimum casting time of 1 full round, regardless of the casting time of the spell. At 11th level, a skald can use this ability twice per day. At 17th level, he can use this ability three times per day. Since it's on the paladin list you can use it, even though you can't cast paladin spells yet. The trade-off is really good. By it's strictest reading no since formulae aren't typed and there's only one formulae list so you have no other options to chose from.
Chess Pwn May 5,am The Pathfinder Savant from seeker of secrets can gain spells from any class onto his spell list. Some archetypes can do this. Magician Bards can add several spells from any other arcane spell lists. Friend of the Wild Bards can similarly add spells from the Ranger and Druid lists.
Magaambyan arcanist prestiege class, known as collegiate arcansit on d20pfsrd, gets to poach spells from the druid list.
Maybe that would work for you. Unfortunately, a pure Magus can't meet the prerequisites. Alchemist and investigator extracts are neither arcane nor divine. Technically, they aren't even spells. While reading strict RAW, you are correct, this is due simply to the fact that when the Spell Mastery feat was written, the only caster with a spellbook was the Wizard, but there is a FAQ on the Spell Mastery that does state that GM's should allow other arcane prepared classes to take it: Source.5 New Home Brew Healer Feats - D&D 5e
You can prepare and cast this spell as an arcane spell. Your caster level is equal to your alchemist level, and your save DCs and concentration checks are Intelligence-based. You may select this discovery more than once.
There is also the Medium class. On a daily basis, you can channel a legend that bumps up your spellcasting to up to 6 levels of spells, selecting bonus spells known from either the Cleric list or the Sorcerer list.
At 17th level, you can either cast any Sorcerer spell of up to 9th level or cast Miracle to duplicate any Cleric spell of up to 8th level or any other spell of up to 7th level.
Search this Thread:. The samsaran race has an alternate racial that lets you do it. Pathfinder Adventure Path, Companion Subscriber There's language in the sorcerer class to support the sorcerer learning non-sorcerer spells that are "on-theme", such as a verdant bloodline sorcerer learning burst of nettles.
You might also check out the ring of spell knowledge. Hope that helps. There's a few archtype.I'm shutting down OrcPub.
Spread the word. Public forking is now allowed at The OrcPub so get a group together, drink way too many pints, and shock us with your frenzied, drunken forking. I'm considering taking on contributors and possibly open-sourcing OrcPub. I've added: 1 Cantrips to the Class Builder.
I've fixed some font sizes on the PDF character sheets and fixed the 'Speed' field. Let me know if you see any more PDF issues. I'm trying to guage if I could earn enough to start working in it full time again which would allow me to build all the cool stuff you guys have been asking for.
I've been taking a break, but ready to get back to work. Comment with the 1 thing you want to see added or fixed. Or vote on someone else's. I'll prioritize based on the number of votes. I've added language and weapon proficiency selection to the race builder. I've also integrated custom items into most parts of the app. I've added the ability to create spell-related feats and to tag spells as rituals or requiring an attack roll these are used by the spell-related feats. Do yourself a favor and do an 'Export All' before you do an import and after you add your own homebrew.
Browser storage can fill up. If it does, your browser will remove everything. I've added a Selection Builder, which will allow you to add your martial maneuver, totem warrior, and other selections.
I have made a ton of improvements and bug fixes many of you have requested. If you reported a bug or requested an improvement please check and see if it is now implemented. If not, please remind me here what it was. Let our combat tracker manage them for you!
I have fixed some issues with accent marks and non-english characters, if you have had issues please try again.