Goron (5e Race)
From D&D Wiki
A typical goron wears minimal clothing, has a protruding pot belly, and speaks with a deep but friendly voice. Source |
Goron
Physiology
Gorons stand taller and wider than hylians, and universally have skin of an orange-brown hue. What little "hair" they possess is so stiff and thick it resembles solid rock, and usually grows only high on a goron's scalp and across its upper back. A few gorons are also able to grow beards or other facial hair, especially if they are of advanced age. A pair of goron eyes are wide set, perfectly circular, and completely dark—possessing no whites like those of a hylian's or gerudo's eyes. Goron noses are flat. Jaws are very wide, powerful, and composed entirely of molars—used to crush and pulverize the rocks which famously make up goron diets.
Although they are physiologically more similar to earth elementals than mammals, gorons nonetheless take a humanoid shape. They are required to eat and sleep to live. Drinking serves no purpose for them. A rare few can even persist indefinitely without breathing.
Mysteriously, gorons dine on rocks and other solid minerals. Tastes vary between tribes, as some prefer coarse ores, others savor gemstones, but as a whole they generally dislike sand, dirt, or other earth that isn't solid. A few dine on more traditional foods such as meat or mushrooms, but this seems to be for pleasure rather than sustenance.
Because they are literally made of rock, gorons have an inherent durability to their bodies, but are also particularly dense and heavy. This makes traditional movement difficult for them over anything but short distances. When traveling more than a few feet, a goron will usually tuck itself into a ball and roll, which allows it to traverse ground at much greater speed. This speed of this "goron roll" combined with a goron's weight makes it a powerful charging attack for chasing down foes. Aside from this, gorons battle with powerful punches—punches so powerful that fighting unarmed is the norm in their race.
Gorons only possess one apparent sex, which they universally refer to as male. "Brother" is a very common term of endearment among them, and friends of a goron tribe are often referred to as brothers—regardless of whether or not they are male.
Society
Goron cities and villages are almost universally built into caves or the sides of mountains, where the tastiest and most nutritious rocks are abundant. Their reliance on eating rocks makes their cultures particularly dependent on mining to survive, to the extent that the majority of gorons have experience in this profession. Many anthropologists believe gorons evolved to be as physically powerful and enduring as they are due to their race's inherent dependency on mining. Stronger gorons with greater strength made better miners, which enabled them to better survive and provide for their kin.
Due to their mining dependency, goron culture heavily involves stonework and the working of metals. Blacksmiths are abundant among them, and their structures are constructed almost entirely of metal. They're also one of few races that have widely adopted the use of explosive powder, and when in battle they often make use of bombs or other explosives. Their resistance to heat gives them an edge over most foes when using such powerful, but esoteric weapons.
Gorons almost always place a high degree of value on physical strength and stamina, pride, honesty, and trustworthiness. Gorons most readily get along with races which share these values, usually including the like of subrosians, rito, and most hylians. A friend is rarely lost on a goron unless that friend is caught in a lie. Unsurprisingly, gorons often have a difficult time with people from less prideful cultures.
Goron Names
Although gorons only have one gender, all goron names are all considered male. These names more often than not consist of at least one "go" or "da" syllable. Deep vowel sounds such as "ah," "oh," and "oo" are prominent. "R" consonants are also very common, especially in the center of the name.
Male: Biggoron, Darbus, Daruk, Darmani, Darunia, Gongoron, Gorko, Gortram, Kabetta, Kagoron, Lyndae, Medigoron, Reagah, Rohan, Strade, Tanko, Volcon, Yunobo
Mountain gorons often adorn their body with chalk designs, generally unlike cave gorons Source |
Goron Traits
Built like mountains, eating rocks, and wading through lava — gorons are nothing if not hardy and impregnable
Ability Score Increase. Your Strength score and your Constitution score each increase by 1.
Age. Gorons reach adulthood in 9 to 12 years but can live to be over 100.
Alignment. Although gorons can alienate those outside their kin group, they form strong bonds with those they trust. They have a tendency towards lawful good.
Size. Gorons are usually between 6 and 8 feet in height, and quite stocky. Your size is Medium.
Speed. Your base walking speed is 20 feet.
Stone Armor. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use this natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
Stone Fists. Your unarmed strike inflicts bludgeoning damage equal to 1d4 + your Strength modifier.
Fire Resistance. You have resistance to fire damage, and do not catch flame.
Goron Roll. When you use your action to Dash, you can increase your speed by an extra 20 feet. If you take the Dash action and move at least 20 feet straight towards a creature, you can make an unarmed strike against that creature as a bonus action.
Weighted. You sink to the bottom of any body of water you enter. You have disadvantage on ability checks and saving throws made to keep your balance or avoid being knocked prone.
Languages. You can speak, read, and write Common and
Goro.
Subrace. Choose one subrace from cave goron and mountain goron.
Cave Goron
Living underground and inside of cavernous hills, your people are well adapted to subterranean life. Cave gorons are generally more sociable with other races, and are significantly more populous than their mountainous counterparts.
Ability Score Increase. Your Constitution score increases by 1.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Goron Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Mountain Goron
Living atop mountains and hills, your people are taller and more athletic than other gorons. These tribes tend to live in relative isolation.
Ability Score Increase. Your Strength score increases by 1.
Natural Athlete. You are proficient in the Athletics skill.
Goron Fortitude. When you make a Constitution saving throw, you can do so with advantage. Once you use this feature, you must finish a short or long rest before you use it again.
Random Height and Weight
Race | Base Height | Height Modifier | Base Weight | Weight Modifier |
---|---|---|---|---|
Goron, cave | 5' 5" | +3d10 | 450 lb. | × (2d8) lb. |
Goron, mountain | 6' 0" | +2d12 | 400 lb. | × (2d10) lb. |
Racial Class: Goron Warrior
A member of the goron race can gain levels in goron warrior as if it were a normal class. He must still meet multiclass requirements for gaining levels in this class or other classes, regardless of which one he first gains levels. A character can only gain levels in the goron warrior class if he is of the goron race.
Multiclass requirements: 13 Strength, 13 Constitution, goron race.
Proficiencies. When you multiclass into the goron warrior class, you gain the proficiency in the Athletics skill.
Quick Build. You can make a goron warrior quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the miner background.
Class Features
As a goron warrior, you gain the following class features.
- Hit Points
Hit Dice: 1d12 per goron warrior level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per goron warrior level after 1st
- Proficiencies
Armor: shields
Weapons: Simple weapons, bombs, warhammers
Tools: Choose one from the prospector's kit, any artisan’s tool, or any musical instrument.
Saving Throws: Strength, Constitution
Skills: You are proficient in Athletics, plus one skill from History, Insight, Intimidation, Medicine, and Religion.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a warhammer or (b) any simple weapon
- (a) an iron shield or (b) two throwing hammers
- (a) an tool in which you are proficient or (b) 50 feet of hempen rope, 10 pitons, and a grappling hook
- a backpack, a crowbar, a hammer, a tinderbox, 10 days of rations, and a waterskin
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Goron Duality, Goron Fists (1d6), Unarmored Defense |
2nd | +2 | Reckless Attack, Stamina Meter |
3rd | +2 | Goron Ability Improvement, Breathless |
4th | +2 | Goron Fists (1d8), Shock Resistant |
5th | +3 | Extra Attack, Goron Ability Improvement, Stone Skin |
Goron Duality
If you are a cave goron, you gain the "Goron Fortitude" racial features of mountain gorons.
If you are a mountain goron, you gain the "Darkvision" and "Goron Toughness" racial features of cave gorons.
Goron Fists
The bludgeoning damage from your unarmed strike increases to 1d6 + your Strength modifier. You can treat your unarmed strike as a light weapon.
Starting from 4th level, the bludgeoning damage from your unarmed strikes increases to 1d8 + your Strength modifier. Furthermore, your unarmed strikes are considered to be adamantine weapons for the purpose of overcoming damage resistance and immunity.
Unarmored Defense
While you are not wearing any armor, you can choose for your Armor Class to equal 10 + your Dexterity modifier + your Constitution modifier, replacing the natural armor provided by your Stone Armor racial feature if that would be lower. You can use a shield and still gain this benefit.
Reckless Attack
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Stamina Meter
At 2nd level, your stamina point maximum increases by an amount equal to your Constitution modifier (minimum 0). If your Constitution modifier later increases, so does your stamina point maximum. At 3rd, 4th, and 5th level, you gain an additional 2 stamina points. You can expend your stamina points for various actions. Normally all of your stamina points are replenished when you complete a short or long rest.
- Called Shot
Whenever you make a weapon attack, but before you make the attack roll, you can expend 2 stamina points to make it a called shot. You can't do so if you would have disadvantage on the attack roll. If the weapon attack hits, it inflicts the maximum amount of damage for its damage dice. (For example, a weapon die of 1d8 would inflict 8 damage without rolling.) The damage dice from a critical hit, magic weapons, or class features are also maximized.
Your DM may allow alternative effects for a called shot.
Goron Ability Improvement
At 3rd level and again at 5th level, increase your Strength score by 2, your Constitution score by 2, or both scores by 1 each. Your maximum for both scores increases by 1 (default maximum is 20), but your maximum for any score can never exceed 30.
If your campaign uses the feats variant rule, you can replace this feature with only a certain type of feat. The feat must either increase your Strength or Constitution score by 1, or be one of the three following feats: the Titan Fighter, Tough as Nails, and Vessel of Stamina.
Breathless
Starting at 3rd level, you can hold your breath indefinitely. While you hold your breath for longer than you would otherwise be able, however, you have disadvantage on all ability checks and attack rolls.
Shock Resistant
Starting from 4th level, you have resistance to lightning damage.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Stone Skin
Starting at 5th level, your crystalline skin toughens against conventional weaponry. When you would take fire, lightning, bludgeoning, piercing, or slashing damage, you can choose to instead lose 1 stamina point for every 2 hit points you would have lost.
Multiclass Advancement
If you have attained five levels in the goron warrior class, it becomes easier for you to multiclass into fighter. If you multiclass into fighter, you can start gaining features with its 6th level, skipping over the first five level of the class. In doing so, you do not gain any of the features from the first five levels of fighter, but can more quickly reach its higher levels. You still gain another 2 stamina points per level with your Stamina Meter.
If you multiclass into fighter using this feature, you still choose a subclass, but do not gain any benefits from the subclass below 6th level. Your subclass must be either brute or darknut.
Back to Main Page → 5e Homebrew → Races
Back to Main Page → 5e Homebrew → Campaign Settings → Hyrule → Races