Thursday, April 25, 2024

MadCap's D&D Builds - Goliath (Gargoyles) (5e)


1,000 years ago, superstition and the sword ruled. It was a time of darkness, it was a world of fear, it was an age of Gargoyles. Stone by day, warriors by night. We were betrayed by the humans we were sworn to protect. Frozen in stone by a magic spell for a thousand years. Now here in Manhattan... the spell is broken! AND WE LIVE AGAIN!!!

We are defenders of the night!

We are Gargoyles!

...c'mon. I'm a 90's kid. Whatcha gonna do?

Today, we're building Goliath from the Disney cartoon Gargoyles. Goliath is the noble leader of the team of Gargoyles who are very much out of their own time. Voiced by the ever badass Keith David, Goliath is a force to be reckoned with whether he's heading a team or all on his own. After all, a gargoyle doesn't whine, he- well, we'll get to that in a few levels.

For this build, what do we need?

  • Gargoyle Body! Claws, wings, and a sturdy form, all of which is surprisingly easy to get albeit some of it faster than the others.
  • Leadership. Goliath is the leader of the group and should be able to enthuse and inspire his Clan to action.
  • Hand to Hand Combat. Or... hand to claw? Either way, Goliath fights and Goliath is good at it.

Let's start us off with our Ability Scores. As always, we're using the standard point array from the Player's Handbook. As always, I suggest rolling for stats and using this as a guide, but you do you!

Constitution: 15
Goliath is... well, a Goliath. Durable and strong like the mountain.


Dexterity: 14
Goliath, despite his size, moves quickly and that's bad news for anyone he's fighting against.

Strength: 13
Gargoyles are strong enough to leave claw marks in solid stone with very minimal effort.


Charisma: 12
Goliath is voiced by Keith David. 'Nuff said!

Intelligence: 10
Sure, Goliath isn't a dummy, we just need things more.

Wisdom: 8
You trusted Evil William Riker. You clearly were not making a smart choice. Plus, I mean... your ex. Willingly. C'mon, dude. Good thing you have Hudson as an advisor.

Race & Background -

For race, we'll be taking a bit of an esoteric choice. I considered a few different options, but doing a winged Tiefling didn't seem to really fit the gargoyle aesthetic. Dragonborn was nice, but I didn't think it really fit either. Earth Genasi was another good choice and was going to be my main one, but I decided against it as we couldn't get everything we needed in the build. Eventually, though, I found the right option.

Simic Hybrid (from Guildmaster's Guide to Ravnica) lets us bump up Goliath's Constitution by 2 and one other ability by 1. We'll be picking Dexterity. Leaves us with uneven skills, but don't worry!

In addition to 60 feet of Darkvision, Simic Hybrids can gain Animal Enhancements, one at creation and one at 5th level. For our first one, we'll take Manta Glide, which gives Goliath a pair of wings to slow his falls or to glide with. Goliath can subject up to 100 feet of fall damage if he's falling and not incapacitated and can move horizontally by 2 feet for every 1 foot he falls. Gargoyles, if you remember from the show, don't actually fly but glide. We'll get flight anyway just for funsies, but still.


For background, we'll go with the Knight variation of Noble. Sure, Goliath is technically not a noble or a knight, but he is the leader of his clan which is about the closest equivalent and has a nobility about him as well as being heavily combat focused. Through the Knight background, Goliath picks up History and Persuasion as free skills.

1st Level: Barbarian (1)

Picking up Athletics and Intimidation from the Barbarian skill list. Starting out, Goliath gets the power of Rage, which we covered in our Vergil build last week. Also Unarmored Defense, which makes Goliath's Armor Class equal to 10 + Dexterity mod + Constitution mod. So, 16 AC right off the bat and you can use a shield for another +2, so 18. At first level. That's pretty great.

He also gets proficiency in Strength and Constitution saving throws! Rock on!

2nd Level: Barbarian (2)
Goliath receives the power of Reckless Attack and Danger Sense. With Reckless Attack, Goliath throws caution to the wind and gain advantage on melee weapon attack rolls using Strength during a turn, but all attacks against him have advantage until his next turn.

Danger Sense, conversely, gives Goliath advantage on Dexterity saving throws against effects he can see, so long as he isn't blinded, deafened, or incapacitated. Trapped in a cage? I don't think so!

3rd Level: Barbarian (3)
Goliath is going to continue on the path of a Barbarian (3) and in fact will take a Primal Path. Path of the Totem Warrior will suit out purposes just fine. As a newly minted Totem Warrior, Goliath gains the Spirit Seeker ability, allowing him to cast beast sense and speak with animals as rituals. Not really fitting the aesthetic, but that's also not what we're in for.

Totem Spirit is a set of abilities you can gain at 3rd level, with later abilities at 6th and 14th level which we'll get to when we get to it.

For our first shot at it, Goliath will take the Bear totem, making him have resistance to all damage types except for psychic when he's raging.

4th Level: Barbarian (4)
Barbarians get their first Ability Score Improvement or Feat. Tough gives you an extra increases your hit points total by 2 points for every level you have and every level you get.

5th Level: Barbarian (5)
Goliath gets an Extra Attack as well as Fast Movement, the latter of which increases his movement speed by 10 feet when he isn't wearing heavy armor... which he never is.

As a Simic Hybrid, Goliath can choose another Animal Enhancement. We'll be taking Grappling Appendages, which lets Goliath gain tentacles or claws (go with claws, obviously) that strike for 1d6 + Strength modifier and Goliath can grapple an opponent on a successful hit as a bonus action. However, he can't really hold or use anything in those claws when they're in use. Important to remember.

6th Level: Barbarian (6)
Barbarians on the Path of the Totem Warrior get to choose an Aspect of the Beast. Once more, Goliath will take the Bear totem, doubling his maximum load and maximum lift, and giving him advantage on Strength checks to push, pull, lift, or break objects.

7th Level: Barbarian (7)
Goliath receives Feral Instinct, meaning that he has advantage on all Initiative rolls. If surprised at the beginning of combat and isn't incapacitated, he can act normally on the first turn so long as he enters rage before doing anything else.

8th Level: Barbarian (8)
Goliath will get another Ability Score Improvement or Feat. Fighting Initiate lets Goliath pick a Fighting Style as though he were a Fighter, Ranger, or Paladin. Unarmed Fighting boosts his Unarmed attacks to 1d6 + his Strength modifier. When not using weapons or a shield, that d6 becomes a d8. At the start of each turn, Goliath can do 1d4 damage to a creature he has grappled.

9th Level: Barbarian (9)
Goliath and his barbarian fellows get their first use of Brutal Critical, which allows Goliath to roll an extra damage die on a critical hit with a melee weapon.

10th Level: Barbarian (10)
The warrior on the Path of the Totem Warrior gets the Spirit Walker ability. Now, Goliath can cast commune with nature as a ritual (and only as a ritual). I'm sure this can fit somewhere in the canon but, for the life of me, I can't think of where.


11th Level: Barbarian (11)
Goliath will receive the power of Relentless Rage. Now, when Goliath drops to 0 hit points while raging and doesn't die outright, he can take a DC 10 Constitution saving throw and come back with 1 hit point. Each time it gets used, the DC increases by 5. It returns to 10 upon a short or long rest.

12th Level: Barbarian (12)
Watch Goliath get an Ability Score Improvement or Feat. Start pumping into your Charisma (13) and Strength (14).

13th Level: Barbarian (13)
Goliath receives a second Brutal Critical die.

14th Level: Barbarian (14)
A warrior that walks the Path of the Totem Warrior gets a Totemic Attunement. Instead of the two previous uses of Bear, Goliath will choose the Eagle, which affords him a flying speed equal to his walking speed while raging. If he ends the turn in mid air, he falls... but that's why we have the Manta Glide from Simic Hybrid.

See? Do you see?


15th Level: Barbarian (15)
Barbarians receive Persistent Rage. Now, Goliath's rage is so fierce that it only ends early if he falls unconscious or he voluntarily ends it. After all, a gargoyle doesn't whine. He roars!

16th Level: Barbarian (16)
Goliath gains another Ability Score Improvement or a Feat. This time, just pump into Strength (15) and Constitution (18).

17th Level: Barbarian (17)
It is here that barbarians receive their third and final Brutal Critical die.

18th Level: Barbarian (18)
And here that they gain the power of Indomitable Might. Now, if Goliath is faced with a Strength check that is less than his Strength score for a check related to it, he can substitute his score in place of the total.

19th Level: Barbarian (19)
And it it here that we have one final Ability Score Improvement or Feat. Inspiring Leader allows Goliath to make a 10 minute speech to shoring up the resolve of his companions (and himself) to fight. Up to six friendly creatures (again, including himself) that hear the speech within 30 feet and can understand him gain a temporary hit points equal to Goliath's level + his Charisma modifier. They can't gain points again until after a long or short rest.

Remember, DMs, 10 minutes is a long time. Just let Goliath do the intro to the show and we'll all be hunky dory, okay? Okay.

20th Level: Barbarian (20)
Goliath becomes a Primal Champion. His Strength (19) and Constitution (22) increase by 4 and his maximum for the scores is 24.

So, now that we've laid it on the line and gotten to 20th level, let's take a look at the pros and cons for this build.

Pros:
  • You are a damage nightmare. With no weapons or shield in hand, you're at a 1d8 + 4 + 4 with two attacks per round as well as three Brutal Critical dice waiting in the wings.
  • Your a beefy boi. With d12 hit dice from Barbarian, the Tough feat, and the boost from Primal Champion on the tail end of the build, you're tanking a lot of damage. Couple that with Relentless Rage and you're not going down for quite a while, particular since that DC 10+ saving throw to stay up... is one you have advantage on. Plus, while raging, you resist pretty much all damage except for psychic. You will be gleefully laughing at Power Word Kill in its stupid face.
  • As you can tell from previous builds, I am a man who loves his mobility options. Fast Movement and a high Dexterity mean you have plenty. This also applies to combat as well, with abilities like Feral Instinct basically allowing you to no-sell any non-attack that you can see. Oh, and you can fly. They can't kill what they aren't fast enough to hit. Basically, the only way to make this build more broken on those terms is making you a monk with the Mobile feat that somehow also has every teleportation spell and then giving you meth.
Cons:
  • You are a damage nightmare, but you don't really have that much in terms of damage variety. You basically do bludgeoning damage... and that's it. Given that they're claws, your DM might be merciful and let you do piercing (might), but that's still two out of several options. You also have nothing magical, so anything that has resistance against non-magical weapons is gonna be a pain for you to deal with.
  • Despite the boost in Charisma and the Inspiring Leader feat, you're not... really good at that? Again, this is kind of one of those things where conversion through 5e wrecks a lot of characters and not in a good way. Being voiced by Keith David should get you 18 Charisma off the bat, but sadly there's no feat for that.
  • As with all builds with low Wisdom, yours is bad and you have no proficiency in the saving throw. One of the most called upon saving throws in the game. Yikes!

But hey, you're Goliath. Get the Clan together, fly out over the skies of Manhattan, and be a defender of the night! Just make sure to keep a close eye on where you call home, and be careful who you trust, otherwise you'll be dealing with a whole new Demona...

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