D&D 5E How would YOU build a Goliath Wizard?


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Leatherhead

Possibly a Idiot.
I would start out by finding a sickly Goliath that had been kicked out of their tribe for being lame, then give it a spellbook and see if it learns how to survive.
 


Zardnaar

Legend
Default array you will always be worse than most races withgout an intelligence bonus its just the way it is.

Rolled stats however is a bit different. Assuming you got someting like 16 cha/int and 14+ con I would be a sorcerer and wade into melee using green flame blade (quickened even) resorting to spells at higher levels/if range is required.
 


Caliban

Rules Monkey
Hm...I've done a Goliath Warlock before (as a "damage mitigation" tank).

I might try something similar if I was to do a Goliath Wizard.

1 level of Fighter for Con saves and Heavy Armor, then go Wizard (Abjuration Specialist). Focus on defensive spells, and spells that help me absorb or mitigate damage (false life, shield, Protection from Energy, Stoneskin, etc). Mainly be battlefield control, buffs, and backup tank. Get Green Flame Blade or Booming Blade and use a Greatsword for when things get too close. :p
 

Mistwell

Crusty Old Meatwad (he/him)
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I'd roll and put my highest stat into Int second into Con. An abjurer would be fun, *almost* being a tank with the abjurer powers and goliath resistance. A wizard who can take a hit.

Well... really, first I'd find a mini that works as both a goliath and a mage, determining their weapon. Likely customising. (Getting some other weapon proficiency would be nice, but really I'd just try and find a neat quarterstaff.)

Instead of a spellbook, I'd have the character use runic tribal tattoos. As they learned new spells, they'd etch them on their flesh.
An acolyte background would work to, reflavoured as more spiritual and less clerical. Give them a history with shamanistic practices that blend the arcane and the divine. Play them as touched by spirits and possessing otherworldly lore, talking enigmatically with lots of non sequiturs.
 

cbwjm

Seb-wejem
I'd still give them a decent strength, probably at least a +1 bonus. I'd also give them a background that included athletics. If using point buy, then I'd start with intelligence 14 and use the 2 points that would have taken it to 15 elsewhere.

In the end it would be a wizard that is better than the average wizard at physical endeavours solving problems with magic after having tried a physical alternative (such as switching to levitate when his climbing ability fails).

Later I may even boost strength to a 14 after I've increased my intelligence to at least 16.

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