| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 14 | +2 | +2 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 9 | −1 | −1 |
| WIS | 18 | +4 | +4 |
| CHA | 9 | −1 | −1 |
Rage. You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren’t wearing Heavy armor.
While active, your Rage follows the rules below.
Damage Resistance. You have Resistance to Bludgeoning, Piercing, and Slashing damage.
Rage Damage. When you make an attack using Strength—with either a weapon or an Unarmed Strike—and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian Features table.
Strength Advantage. You have Advantage on Strength checks and Strength saving throws.
No Concentration or Spells. You can’t maintain Concentration, and you can’t cast spells.
Duration. The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following:
- Make an attack roll against an enemy.
- Force an enemy to make a saving throw.
- Take a Bonus Action to extend your Rage.
Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.
Spellcasting. The goliath is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The goliath has following cleric spells prepared:
Cantrips (at will): Guidance, Druidcraft, Toll the Dead, Spare the dying
1st level (4 slots): Cure Wounds, Faerie Fire, Inflict Wounds, Detect Magic
2nd level (3 slots): Lesser Restoration, Moon Beam, Wither and Bloom.
3rd level (3 slots): Call Lightning, Revivify, Spirit Guardians
4th level (3 slots): Aura of Life, Polymorph, Stone Shape
5th level (1 slot): Mass Cure Wounds
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Fast Movement
Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
Spirit Totem
As a bonus action, you can magically summon a spirit to a point you can see within 60 ft. that lasts for 1 minute (or until you're incapacitated). The spirit creates an aura in a 30-ft. radius around that point and can be moved up to 60 ft. as a bonus action. The spirit's aura effect depends on its type:
Bear: 14 temp hp and advantage on STR checks & saves.
Hawk: use your reaction to grant an ally advantage on attack. Advantage on Perception.
Unicorn: Advantage on checks to detect creatures. Heal spells also heal 9 hp to allies.
Multi attack. The Goliath makes two melee attacks.
Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 4) slashing damage.
Cast a spell from your list.
Unarmed. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 bludgeoning damage.
As a bonus action enter a rage for up to 1 minute (10 rounds).
You gain advantage on STR checks and saving throws (not attacks), +2 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. You can't cast or concentrate on spells while raging.
Your rage ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage as a bonus action.
You can make an Unarmed Strike as a Bonus Action, while unarmed or wielding only Monk weapons, provided you aren’t wearing armor or wielding a Shield.
Spirit Totem
As a bonus action, you can magically summon a spirit to a point you can see within 60 ft. that lasts for 1 minute (or until you're incapacitated).
When you take damage, you can use your reaction to reduce the damage taken by 1D12+3.
Dampen Elements
When you or a creature within 30 ft. takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.
Description
Low level member of the Valo Clan.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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