Giantish Runes Part 2

Kong (king) weapon affect: The royal rune strikes fear into the hearts of your enemies. Enemies stuck by this weapon must succeed on a charisma save (DC 14) or be frightened for one round. Armor affect: This armor gloms with regal power. You gain proficiency in al charisma based skills while wearing this armor. Price: Kong rune stone, royal jewel Requirements: Any weapon, any armor

Stig (Light) weapon affect: radiant energy courses through this weapon. Successful attacks with it do an additional 1d8 radiant damage Armor affect: Once per short/long rest, you can cast prayer of healing at 3rd level using wisdom as your spell casting modifier. Price: Stig rune stone, a humanoid eye Requirements: Any weapon, Any armor

Liv (life) weapon affect: This weapon is filled with natures wrath. You can cast the conjuring animal spell at a third level as a bounce action once per short/long rest. You may only summon one beast of challenges rating of 2 or lower. Armor affect: The vestments courses with life. You may cast plant growth once per short/long rest. Price: Liv rune stone ear of an animal. Requirements: Any weapon. Any armor

Fjell (mountain) weapon affect: The strength of mountains is within this weapon The weapon is unbreakable, and it can’ cut through stone as a knife through butter. Armor affect: You have resistance to nonmagical bludgeoning damage. Price: Fjall rune stone and a rock from deep within a mountain. Requirements:Any weapon, any armor

Hellig (sacred) weapon affect: This sacred weapon is blessed with the power of Annam the all-father. This weapon deals an extra 1d12 radiant damage on successful, but refuses to attack giants. Any attack made against a giant with this weapon will be at disadvantage and incur no radiant damage. Armor affect: This armor is blessed by by Annam him self. Any ability checks made interacting with giants or trading giants have advantage. Price: Hellig rune stone, relic of Ostoria. Requirements: any weapon, any armor

Skold (shield) weapon affect: The weapon seeks to defend your allies. As a reaction, You can move up to 10 feet. towards a creature an ally, taking the strike instead. This can be performed after the die is rolled, but before the result is known. Armor affect: The shield rune infuses your armor with additional protective power. You gain a +2 bonus to your armor class. Price: Skold rune stone, a giant’s shield. Requirements: Any weapon, any armor

Stein (stone) weapon affect: This weapon is blessed by the power of the stone giants. As a bounce action, you can magically burrow up to 10 feet. Through rock or earth, incurring no attack of opportunity if moving through an enemy-threatens space. Armor affect: Your armor is infused with hardy stone giant power. You have advantage on constitution saves while wearing armor. Price: Stien rune stone, stone giant item. Requirements: Any weapon, any armor

Uvar (storm) weapon affect: Your weapon is infused with the power of the storm giants. As a bounce action you can cast call lightning spell at 3rd level. This can only be done once every short/long rest. Armor affect: This armor gives you resistance to lightning and thunder damage. Price: Uvar rune stone, and an item touched by lightning. Requirements: Any weapon, any armor

Krig (war) weapon affect: Your weapon is infused with the bloodthirsty vigor of war. After slaying a creature, you can use your bounce action to make another attack on a creature within 5 feet at advantage. Armor affect: The stead fast nature of war makes you extremely focused in battle. You have resistance to psychic damage when in combat Price: Krig rune stone, the blood covered weapon of a fallen solider. Requirements:Melee weapon, any armor

Vind (wind) weapon affect: This weapon carries the power of wind. As a bounce action, you can cast gust of wind once per short/long rest. additionally , your movement sped increases by 10 feet. Armor affect: The windes are bent to your will by your magical armor. You can be knocked prone or pushed back. Once per short/long rest. You can activate the winds to give you 60 feet of flying seed for one round Price: Find rune stone, feather of a bird. Requirements: Any weapon, any armor

Giantish Runes Part 1

Blod (blood rune) Weapon affect: Attacks made with this weapon cause the target to bleed for an additional 1d8 slashing/piersing damage. Armor affect: Your armor helps seal wounds. Anytime you take slashing or piercing damage, you may reduce it by 1d4. Price: Blod rune, sample of blood from whomever is receiving the item. Requirements: Slashing or piercing weapon. Any armor.

Skye (cloud) Weapon affect: This weapon in infused with the power of the cloud giants. Once per short/long rest, you can propel yourself through the air, charging up to 30 feet. Towards an enemy before making an attack with advantage. Armor affect: The Skye rune allows you to sprout incorporeal cloud wings. Once per short/long rest, this armor can be activated give the wearer 30 ft of flying speed for 1 minute. Price: Skye rune, a pair of wings from any flying creature Requirements: Any weapon any armor

Dod (Death) weapon affect: Necrotic energy corses through this weapon. Successful attacks with it deal additional 1d8 necrotic damage. Armor affect: The rune grants protection form death. once per short/long rest, when reduced to 0 hit points, you are instead reduced to 1 hit point and are stabilized. Additionally, no damage is enough to kill you out right whale wearing this armor. Price: Dod rune, the bones of a creature that died in battle. Requirements: Any weapon, any armor.

Wyrm (Dragon) weapon affect: This weapon is infused with a dragon seeking hunger. You can sense the presence of dragons within 1 mile. additionally the critical strike range of this weapon when attacking a dragon is 19-20. Armor affect: This ring grants you uncanny protection form Dragons. You have advantage on any see made to avoid a dragon breath attack. Price: Wyrm rune stone, a pice of a dragon Requirements: Any weapon, any armor.

Uven (enemy) weapon affect: The weapon is especially powerful against enemy of your choosing, (humanoid, beast, undead, celestial, etc) You deal an additional 1d8 force damage when striking a creature of the type determined when the weapon was created. Armor affect: This weapon gives you a +5 armor class against attacks made by the type of creature determined when the armor is created Price: Uvan rune stone, blood/hair/etc. Requirement’s: Any weapon, any armor

Ild (fire) weapon affect: This weapon is infused with the power of the fire giants. You can activate the weapon, causing it to be enveloped in flame, dealing an additional 1d8 fire damage (Ranged weapons cause their ammunition too ignite.)Armor affect: This armor gives you resistance to fire damage. Price: Ild rune, anything forged by fire giants. Requirements: Any armor, any armor.

Venn (friend) weapon affect: This weapon activates a sentinel when allies are in danger. As a reaction, you can make an attack with this weapon towards any creature in rage that has just harmed an ally. Armor affect: This armor allows you to share damage with allies. Once per short/long rest, you can touch an ally. For the next 10 minutes, any any damage take by the linked creature is haved and split between the two of you(with the linked creature taking extra damage is case of an uneven number.) Price: Venn rune, The blood of a true friend. Requirements: Any weapon, any armor

Ise (frost) weapon affect: This weapon is infused with the power of the frost giants. You can activated this weapon causing it to e writhed in magical ice, dealing an additional 1d8 cold damage (ranged weapons ammunition has an ice spike at the point of contact.)Armor affect: Price: Ise rune stone, piece of a frost giant ship. Requirements: Any armor, any weapon

Haug (hill) weapon affect: This weapon is infused with the power of this hill giants. The weapon huggers deeply and is relentless in its attacks. Once per short/long rest, you can activated the weapon for 1 minute, allowing you to make an additional attack with it as a bounce action on each of your turns. Armor affect: Wail wearing this armor, you do not go hungry, it is nourished by the power of the hills, and you do not go hungry. Price: Haug rune stone, food of a hill giant. Requirements: any weapon, any armor.

Ferd (journey) weapon affect: Armor affect: This rune empowers your armor with speed and vigor when traveling, Your walking sped increases by 5 feet. Also you can not gain levels of exhaustion from traveling. Price: Ferd rune stone a horse’s heart. Requirements: Any weapon. Light or medium armor.

Hríd (Storm Goliaths)

The Hríd (also known as Storm Goliaths) are the goliaths created by the Storm Giants in the Hríd Dominion. Some accept their giant heritage and still live alongside their Storm Giant creators in Jotunheim (albeit in freedom instead of enslaved). The others are rarer than the nomadic goliaths descended from the solitary stone giants are the Storm goliaths, the children of the imposing and regal storm giants. Storm goliaths possess the electrifying force of presence of the kings of the giants. They are few and far between, and almost never encountered in groups. As a result, little is known about their culture, or if they have one at all. One thing remains true of all Storm goliaths, however; wherever they go and whatever they do, they command the world’s attention.

Force of presence                                                                                                                                                      Storm goliaths are impossible to mistake for their hairless, gray-cast cousins. While they share the stature of other goliaths, storm goliaths are often riotous hues of deep blue and royal purple tinged with the steel grays of a thundercloud. They are eminently capable of growing hair and beards, and in times of duress sparks can be seen leaping through through their manes. When a storm goliath speaks, it is unmistakable, for when they so wish it their words are accompanied by a low rumble of thunder.

Leaders of giant and men                                                                                                                                        Storm goliaths possess a natural charisma that far outstrips their goliath cousins, as well as a naturally regal bearing the commands respect. When they speak, others often find themselves listening without even thinking – and no one moreso than other giantkin. Storm giants are the kings of giants, and that bloodline runs through storm goliaths as well.

Ability Score Increase. Your Charisma score increases by 1.

Age. Storm goliaths age at the same rate as humans, and often live roughly twice as long, to around 160 years.

Alignment. Storm goliaths are most often chaotic good. They are mostly kind-hearted, but have little respect for the authority of anyone other than themselves.

Storm’s Presence. You can focus yourself to briefly embody the full presence of a storm giant, causing your body to crackle with lightning. As a bonus action, you can force each enemy within 30 feet of you that can see you to make a Wisdom saving throw or become frightened of you until the end of your next turn. Giants have disadvantage on saving throws against this ability. The DC Charisma-based. Once you have used this ability, you must finish a short or long rest before you can use it again.

Thunderous Voice. At a whim, your voice can be accompanied by the thunderous force of your ancestry. When you choose, you can make your voice ring like thunder, becoming perfectly audible to all creatures within 300 feet of you.

Amphibious. You can breathe air and water.

Hurl Lightning. You can use your action to throw a bolt of lightning to an area within 30 ft. When you hurl lightning, each creature within a 5ft. radius of the bolt must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. A creature takes 2d8 lightning damage on a failed save and half as much damage on a successful one. The damage increases to 3d8 at 6th level, 4d8 at 11th level, and 5d8 at 16th level. After you use your Hurl Lightning, you can’t use it again until you complete a short or long rest.

Ský (Cloud Goliaths)

Cloud goliaths                                                                                                                                                                  The children of the vain cloud giants and mortal men are not often seen, but they make striking impressions when they are. Cloud goliaths possess the beauty and vanity of their giant forebears, as well as their keen eye for craftsmanship and small masteries of magic. The Ský are descended from the cloud giants who occupied the Trollheim marsh lands, and are commonly found among the ruins of the Fimm Dominions searching for lost relics. They are a race of mystics and tricksters.

Striking Visions                                                                                                                                                         Cloud goliaths, at a distance, can often be confused for their more common cousins. Their skin is most often slate gray, tinge blue by the faintest hues, and bald cloud goliaths are nigh indistinguishable from standard goliaths. Those that do have hair, however, are more clearly distinguishable, for cloud goliaths have delicate blue-white locks of hair that seem to always be perfectly arranged, and their eyes are mesmerizing sapphire. They speak in airy, carrying tones.

Natural craftsmen                                                                                                                                                        Cloud giants are famed among giants for their artisanry, their prowess as smiths, and their masteries of magic. Cloud goliaths, born from a bloodline of such talents, possess similar degrees of skill as well. When a cloud goliath puts their mind toward the making of a goal, they can bend the world to that purpose as well.

Age. Cloud goliaths live lifespans comparable to humans, but enjoy a longer peak of maturity, maturing at the same rate as humans but living to around 130 years.

Alignment. Cloud goliaths are vain and sometimes cruel, and rarely tolerate others ordering them about. They are more often chaotic than lawful, and more often neutral than good.

Ability Score Increase. Your Intelligence score increases by1.

Keen Smell. You have advantage on Wisdom (perception) checks that rely on smell.

Cloud Casting. You know the light cantrip. Once you reach 3rd level, you can cast the fog cloud spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the misty step spell once per day. Intelligence is your spellcasting ability for these spells.

Sky Craftsman. You have proficiency in one Artisan’s Tools of your choice.

Eldr (Fire Goliaths)

The Eldr (also known as Fire Goliaths) hail from the volcanoes to the west of the Heimurrin Mountain Range and the Boiling Lake. They are lither and quicker than their other Goliath cousins. They are also excellent smiths, each Eldr being born with the innate ability to smith. Fire goliaths are the children of humans and the passionate, conquering fire giants. They are most often found in regions under fire giant control, where the humanoid races toil in servitute of their giant rulers. Fire goliaths are regarded as outcasts by both peoples, however, and most often go their own way in the world.

Fierce existences                                                                                                                                                           Fire goliaths are naturally combative, driven by the fires of their bloodline. They are impossible to confuse with humans or standard goliaths, with flame-red hair, red and dark-hued skin, and thicks clusters of freckles that speckle their skin like sparks from coal. They speak in deep, crackling tones.

Talented fighters                                                                                                                                                        Fire goliaths carry the two main talents of their giant forebears: an affinity for flame, and a love of combat. Most fire goliaths hone both abilities to a searing point, making them much-beloved by mercenary companies and aspiring warlords. Fire goliaths, who tend more toward structure than chaos, are often happy to go along with such requests.

Skilled Craftsmen. You gain proficiency in smith tools. In addition you chose two martial weapons. You gain proficiency in those weapons. You have exceptional skill at crafting those weapons and can craft four of them for the price of one over the course of 8 hours of work at a forge.

Ability Score Increase. Your Constitution score increases by 1.

Age. Fire goliaths mature at the same rate as humans, and live about ten years longer on average, sometimes reaching 100 years of age.

Alignment. Fire goliaths enjoy rigid structure and function, and are most often lawful. They have the passion of their fire giant ancestors, but not the inherent cruelty, and have no inclination toward good or evil.

Fire’s Fury. You can cast searing smite once using this ability, and cannot do so again until you have finished a long rest. Strength is your spellcasting ability for this spell.

Lavaborn. You have resistance to fire damage.

Jökull (Frost Goliaths)

The Jökull are a cold and hardy people. The tallest of the Goliaths on average and the only Goliaths that grow hair, the Jökull inhabit the frozen regions of Kalstack (Madrheim) and the Heimurrin Mountain Range. Frost goliaths are not often seen outside the cold, snow- covered expances of these high mountains. The offspring of the tribal, frost giants and nomadic groups of humans, frost goliaths tend toward lives of solitude and simple existences. They make for excellent hunters, deadly combatants, and terrible conversationalists.

Winter endurance                                                                                                                                                       Frost goliaths are slow to respond, but that does not make them stupid. Rather, it is that they carefully consider each action and word, and value the safety that brings. In combat, Frost goliaths are similar – they are slow to commit, and nigh-impossible to bring down quickly.

Frigidt Existences                                                                                                                                                       Frost goliaths are not easily drawn into society, much less casual conversation. They are as pale and striking as their giant forebears, with shocks of white and gray hair that grow to great lengths, icy blue eyes, and skin that ranges from glacial white to the palest sky blue. They seem almost to move and consider new ideas with frozen slowness, and must first chip out each word before speaking them aloud. Frost goliaths rarely seek out society, but will sometimes choose one person to spend their lives with, for any reason of their choosing. These frost goliaths are easily distinguished, for their white hair is most often elegantly braided.

Ability Score Increase. Your Constitution score increases by 1.

Age. Frost goliaths mature at the same rate as humans, but live a little longer to around 120 years.

Alignment. Frost giants tend toward solitude and distance, and most often skew toward neutrality.

Blizzard Dwellers. You ignore difficult terrain caused by snow or ice, and have advantage on saving throws caused by environmental cold or weather effects.

Winters Warmth. You have resistance to cold damage.

Frost’s Presence. At the end of each short or long rest, you gain temporary hit points equal to 1d4 plus your Constitution modifier, replacing any current temporary hit points you have. While you have at least one of these temporary hit points, your melee weapon attacks deal additional cold damage equal to half your Constitution modifier, rounded up (minimum of one).

Jökull Combat and Equipment Training. You have proficiency with the battle-axe, hand axe, great axe, and spear. You have proficiency with light armor and shields.

Mýri (Hill Goliaths)

The greedy and violent Mýri are descended from the bands of Hill Giants that used to roam the Mýri Dominion and they share many traits. When they were freed from their slavery they did not thank their liberators, instead turning round and conquering/enslaving anything they could get their hands on.

Ability Score Increase. Your Constitution score increases by 1.

Thriving Hunger. You may spend a short rest eating, doing so you gain 1d4 + constitution modifier temporary hit points until your next short rest. the temporary hit points changes to 1d6 at 6th level, 1d8 at 11th level, and 1d10 at 16th level.                                                                                                                             

Hearty Girth. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Fjall (Stone Goliaths)

The Fjall (Stone Goliaths) can trace their origins back to the tribes of stone giants that inhabited the Heimurrin Mountain Range. They are very reclusive, only living in bands of 2 to 5, and they hold the power of dreaming and divination in high regard. They are the rarest goliath to find in Miklagard.

Ability Score Increase. Your Wisdom score increases by 1.                                                                      

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.

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. After you use this trait, you can’t use it again until you finish a short or long rest.

Names and Numbers

Every Goliath has three names: a birth name assigned by the newborn’s mother and father, a nickname assigned by the tribal chief, and a family or clan name. A birth name is up to three syllables long. Clan names are five syllables or more and end in a vowel. Birth names are rarely linked to gender. Goliaths see females and males as equal in all things, and they find societies with roles divided by gender to be puzzling or worthy of mockery. To a goliath, the person who is best at a job should be the one tasked with doing it. A goliath’s nickname is a description that can change on the whim of a chieftain or tribal elder. It refers to a notable deed, either a success or failure, committed by the goliath. Goliaths assign and use nicknames with their friends of other races, and change them to refer to an individual’s notable deeds. Goliaths present all three names when identifying themselves, in the order of birth name, nickname, and clan name. In casual conversation, they use their nickname.

Birth Names: Aukan, Eglath, Gae-Al, Gauthak, Ilikan, Keothi, Kuori, Lo-Kag, Manneo, Maveith, Nalla, Orilo, Paavu, Pethani, Thalai, Thotham, Uthal, Vaunea, Vimak

Nicknames: Bearkiller, Dawncaller, Fearless, Flintfinder, Horncarver, Keeneye, Lonehunter, Longleaper, Rootsmasher, Skywatcher, Steadyhand, Threadtwister, Twice-Orphaned, Twistedlimb, Wordpainter

Clan Names: Anakalathai, Elanithino, Gathakanathi, Kalagiano, Katho-Olavi, Kolae-Gileana, Ogolakanu, Thuliaga, Thunukalathi, Vaimei-Laga

Goliaths share a number of traits in common with each other.

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1. 

Age. Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.                                                                                                                                  

Alignment. Goliath society, with its clear roles and tasks, has a strong lawful bent. The Goliath sense of fairness, balanced with an emphasis on self- sufficiency and personal accountability, pushes them toward neutrality.                                                                                                                                                                     

Size. Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.                                                                                                       

Natural Athlete. You have proficiency in the Athletics skill.                                                                       

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.                                                                                                                                    

Languages. You can speak, read, and write Common and Giant.

Subracese. Six subraces of goliaths are known: Hríd (storm,) Ský (cloud,) Eldr (fire,) Jökull (frost,) Fjall (stone,) and Mýri (hill.)