The Goliath Artificer is a formidable fusion of brute strength and ingenious craftsmanship.
Towering over adversaries, this arcane blacksmith melds the raw power of a Goliath’s might with the delicate artistry of magical invention, wielding enchanted hammers and forging alliances with sentient constructs.
As they traverse the enchanted landscapes, the Goliath Artificer leaves an indelible mark, both in the thunderous echoes of their craftsmanship and the mystic wonders that spring forth from their daunting hands.
Creating a Goliath Artificer
Goliaths dwell in the highest mountain peaks, wandering around their realm of rock, wind, and cold. They possess great physical strength and look as if they were carved from the mountains they inhabit.
Each Goliath has the responsibility to earn a place in their tribe; if they fail, they will live a life of utter despair and cold, most often leading to death.
|Skin||Gray or brown, with distinctive patches of darker skin (usually vertically symmetrical)|
|Hair (Including their Beard)||Often has bony protrusions or unevenness|
|Eyes||Bright blue or green, sometimes with a little glow|
|Nose||Somewhat larger human-like nose|
|Mouth||Larger human-like teeth|
Note: These features can be slightly changed or modified if some variations don’t fit your character.
Much like Half-Orcs, Goliaths have no subraces – likely due to their rarity and already reclusive nature.
Their natural Strength and Constitution don’t fit well with ordinary Artificers, though they can be made to work as a Battle Smith.
Artificer Class Features
|Hit Dice||1d8 per Artificer level|
|HP at level 1||8 + Constitution modifier|
|HP at Higher levels||1d8 (or 5) + Constitution modifier per Artificer level after level 1|
|Armor||Light armor, Medium armor, Shields|
|Tools||One type of Artisan’s tools you choose, Tinker’s tools and Thieves’ tools|
|Saving Throws||Constitution, Intelligence|
|Skills||Choose two – Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand|
Reaching level 3 means you can choose from the 4 main specialties Artificers have, each excelling in different ways – but in the end, all that matters is what relates most with your character.
Alchemist – Combine reagents using alchemy to produce powerful mystical effects, using your creations to provide life or leech it away.
Armorer – Magically alter your armor, being enhanced to match the Artificer’s magic, unleashing devastating attacks and generating menacing defense.
Artillerist – Hurl explosions, energy, and projectiles using magic – wield destructive power enough to turn the tides of war.
Battle Smith – A combination of protection and medicine used to defend others or repair materials and personnel. You are also joined by a steel defender, a construct of your own design.
Combining Class With Race
Determining Your Subclass
Choosing a subclass is subjective, but you’ll need to remember what your character wants to do and what stats fit best with their subclass if you want the most out of them.
|Armorer||Defender or Scout|
Similar to Firbolgs, Goliaths have no subraces, leaving players with the standard Goliath race, which doesn’t fit entirely into the mold of an Artificer, but it can be made to work.
Artificers mainly use Intelligence, and while the Strength bonus isn’t bad in the early game, as you level up, you’ll want to focus mainly on your Intelligence stat.
Luckily, the Constitution bonus will help you, and if you choose to become a Battle Smith, both Strength (only in the early game, but if you raise your Intelligence, it falls away) and Constitution will be valuable.
Your Goliath Artificer needs a unique background that will affect its choices, as well as the way it sees the world and what it wants to achieve.
Start by asking yourself some basic questions: Where were they born, and where did they come from? Do they have any goals, bonds, or ideals, and what are their flaws? Where do they belong in social circles and society as a whole? What inspires them?
Place of Birth
Think of the environment a Goliath Artificer grew up in and how it affected them physically and emotionally and eventually shaped their view of the world.
Try to make their place of birth and upbringing correspond with their personality traits, ideals, bonds, and flaws – this will truly bring your character alive.
Note: The birthplaces of races are usually mentioned in the Player’s Handbook or some of its expansion books.
Characteristics and Personality Traits
Goliaths are solitary creatures, speaking only to those they trust dearly. Yet, a minuscule number have ventured out of their solitude through the years; remember that when creating your Goliath Artificer.
Goliath Artificer Examples:
- I am easily distracted by never-before-seen machines, often becoming sidetracked even on essential missions.
- I always want to know what makes people tick and how things work.
Ideals, Bonds, and Flaws
Ideal – Express one ideal that is a driving force in a Goliath Artificer’s life – their conviction, ethical principle, and moral standing (probably something about nature).
Innovation is crucial for communities to function – without it, they will fall behind.
Bonds – Think of a single bond that your Goliath Artificer has to an event, person, or place. Bonds will tie them to their background and can inspire bravery or stimulate memories driving them against their ideals.
The tinkering workshop where I grew up is the most important place in the entire world to me.
Flaws – Choose a single flaw for a Goliath Artificer – their unhealthy compulsion, greatest fear/weakness, or most vile vice.
I bear guilt for my mother passing quickly after my birth – breaking down in tears when she is mentioned.
Inspiration is used by the DM to reward you for playing according to your bond, personality traits, ideals, and flaws.
As a Goliath Artificer, you haven’t been exposed to much tinkering outside of your tribe, so you thirst for any new knowledge you can get your hands on.
Note: If you’re struggling to create your background or just don’t want to think, the Player’s Handbook has well-thought-through backgrounds that you can use for your character or use as a mold.
Supplies and Gear
Artificers start with the following equipment, together with the equipment from their background. Choosing equipment based on your situation and your character’s proficiencies is the easiest way to go about things.
- Any two simple weapons
- A light crossbow and 20 bolts
- (a) Studded leather armor or (b) Scale mail
- Thieves’ tools and Dungeoneer’s pack
You can decide how your character came about these goods – whether they stole, inherited, or purchased them some time back – adding to your character’s background.
Note: By using your starting wealth, you can buy your own equipment (5d4 x 10 GP for Artificers).
Goliaths don’t fit entirely into the mold of an Artificer, but they can be made to work, especially if you choose to become a Battle Smith.
They might be large and slow, but when they get to smithing their beautiful, magical items, they become agile artists.