Goblin Species in Freyna | World Anvil

Goblin

Goblin

Ability Score Increase +2 Dex
Size Small
Speed 30ft.

Basic informations

Lore

Shrewd, greedy, and ruthless, goblins have a long-standing reputation for being neutral in the rest of the world. Heroes of goblin society are not bastions of honor or integrity. Instead, goblins tend to admire the ruthless acquisition of profit, by any means necessary.

Age

Goblins reach adulthood at age 15 and live up to 90 years.

Alignment

Goblins are typically chaotic neutral, as they care only for their own needs.

Size

Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.

Speed

Your base walking speed is 30 feet.

Darkvision

Accustomed to life underground, you have superior vision in dark and dim conditions. 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.

Nimble Escape

You can take the Disengage or Hide action as a bonus action of each of your turns.

Subraces

Jungle Goblin

Lore

Jungle goblins are territorial, tree-dwelling savages with a sadistic streak a mile wide. Their skills at climbing and moving from tree to tree, combined with their cunning and vicious nature, cause even other goblinoids to respect them. Linig in the depths of Pakweih they are not widely known to the outsiders.

Ability Score Increase

Your Constitution score increases by 1.

Natural Climber

You have a climbing speed of 20 feet.

Fury of the Small

When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.

Mountain Goblin

Lore

Mountain goblins are gifted engineers and accomplished seafarers but are best known for their unabashed avarice. They tend to work on most darring (and often most explosive) projects and run Capital of Invention - Ression Civitas together with the rock gnomes.

Ability Score Increase

Your Inteligence score increases by 1.

Artificer's Lore

Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Tinker

You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a device. You can have up to five such devices at a time. When you create a device, choose one of the following options:
  • Lacking Dynamite Stick: As an action, a creature can light a stick of dynamite and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw, taking 1d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A character can bind sticks of dynamite together so they explode at the same time. Each additional stick increases the damage by 1d6 (to a maximum of 3d6) and the burst radius by 5 feet (to a maximum of 15 feet). Dynamite can be rigged with a longer fuse to explode after a set amount of time, usually 1 to 6 rounds. Roll initiative for the dynamite. After the set number of rounds goes by, the dynamite explodes on that initiative.
  • Fire Starter: The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
  • Smoke Box: When opened, this box emits black smoke, which completely blocks vision in 5 feet radius. The box stops emiting smoke when it is closed.

Languages. Common, Goblin

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