Greenskins
Basic Information
Anatomy
Growth Rate & Stages
Ecology and Habitats
Dietary Needs and Habits
Additional Information
Perception and Sensory Capabilities
Greenskin
Darkvision. All Greenskins 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. Sneaky: All Greenskins are proficient in the Stealth skill. Sunlight Discomfort: All Greenskins find sunlight to be uncomfortable, preferring the night. They suffer disadvantage to Wisdom (Perception) checks made in direct sunlight to see hidden things, as well as Charisma checks for anything but Charisma (Intimidate) due to their surly mood. In Uzgilbat, the sun is dimmer and never shines at its brightest through the haze of dust and pollution caused by the Greenskins, and they don't suffer penalties there. Subrace: Choose One; Hobgoblin, Vagun, Bugbear, Goblin, Norker, Goober, or Blue
Hobgoblin
You are one of the base stock of goblinoid, that from which all other Greenskins were created. You are a hobgoblin, "high folk" of the Greenskins, and whether you are in good standing or an exile you are still an exemplar of the purity of your race and you will likely never fully shake the brutal indoctrination of your upbringing. Ability Scores. You gain +1 Intelligence. Martial Training. You are proficient with two Martial Weapons of your choice and with Light Armor. Saving Face. Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an Attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can’t use it again until you finish a short or Long Rest.Goblin
You are the scum of the earth as far as your fellow Greenskins are concerned. Raised in overcrowded conditions and brutally oppressed from birth, you have a level of spite rarely achieved among the other races of Kobos. You've had to be quick, sneaky and clever to survive to this point. Size: Your size is small instead of Medium Ability Scores: You gain +1 Constitution 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. Nimble Escape. You can take the Disengage or Hide action as a Bonus Action on each of your turns.Vagun
Your ancestors were the magical combination of trolls and bugbears. You are big and strong, with a voracious appetite and the limited ability to heal your wounds. Ability Scores: You gain +2 Strength Regeneration: You can regenerate even wounds that would be fatal to others. You can, at any time, spend Hit Dice as if you were resting. You can also spend 1 HD to heal any physical Lingering Injury. Vulnerabilities: You are vulnerable to fire and acid, and cannot use your regeneration ability on these. Voracious: You must consume double the normal rations.Bugbear
Not a true race, you were a hobgoblin that was identified early as having an independent streak best utilized by the Legion as a commando. You received special training and alchemical and chirurgical alterations to make you a better agent. You might be on a mission, or you might be a deserter. Ability Scores: You gain +1 Strength Long-Limbed. When you make a melee Attack on Your Turn, your reach for it is 5 feet greater than normal. Powerful Build. You count as one size larger when determining your carrying Capacity and the weight you can push, drag, or lift. Surprise Attack. If you Surprise a creature and hit it with an Attack on your first turn in Combat, the Attack deals an extra 2d6 damage to it. You can use this trait only once per Combat.Orc
Your ancestors were hobgoblins that were infused with Chaos Magic. This screaming, murderous energy is in your blood, and even other Greenskins think that you're a bit touched in the head. Ability Scores: You gain +2 Strength and +2 Constitution, you do not get the standard Greenskin bonus to Dexterity and you have a -2 penalty to your Intelligence. Aggressive. As a Bonus Action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started. Menacing. You are proficient in the Intimidation skill. Powerful Build. You count as one size larger when determining your carrying Capacity and the weight you can push, drag, or lift.Goober
You are considered more of a byproduct than a true Greenskin as far as your fellows are concerned. They've treated you like vermin your entire life, and you have a hatred inside of you that even if you try to control it can't help but come out sometimes. You're the biting gnat of the Badlands, and some part of you revels in it. Size. Your size is Tiny Ability Scores: You have a -4 to Strength, +2 to Constitution Filthy Bite: You have a natural bite attack with which you are proficient. This bite has the Finesse property, does 1d3 damage, and can transmit Filth Fever, which you are immune to. Borrower: You can craft simple weapons and light armor for yourself out of junk and garbage. You are proficient with anything you have crafted this way, provided that you are capable of wielding it, but it does have the Fragile property. Gremlinize: Your small size means that you can get a closer look at the flaws and weaknesses of objects. You deal double damage when attacking inanimate objects, and triple damage when attacking mechanisms such as wagon wheels or clockwork.Blue
You are a Goblin Blue, a goblin, hobgoblin, or orc that was born with psionic talents. You've been a pariah your entire life, feared, hated and abused. You are lucky to even have been allowed to live. Ability Scores: You have -2 Strength, and +2 Intelligence. Telepathy: You can detect the surface thoughts of any creature within 100 ft, though this comes in as a directionless chaotic jumble unless you use your Focus ability, mostly useful to know whether there is something close by that you can't see. Focus: As bonus action, you can read the surface thoughts and emotions of any sentient creature within 60 ft. After quick contest of your Intelligence vs. Their Wisdom Save, you can detect the answer to three questions by sifting through their mind. This causes blinding pain and the victim knows exactly who read their thoughts and what they learned. Ego Whip: As an action, you can assault the target's personality. You are proficient with this attack and add your Intelligence bonus to the attack roll. The DC is the target's Charisma score. A successful attack deals 1d6 + Your intelligence bonus psychic damage as their sense of self is directly assaulted.Tanar'rak
You are a Tanar'rak, a Greenskin with demonic taint flowing in your veins. You or your ancestors were bred specifically for war, and your fellow Greenskins look at you with both admiration and terror. Ability Scores: You have +2 Strength and +1 Constitution. Chosen Sin: Choose one sin: Indulgence, Indolence, Covetousness, or Truculence. If you or a creature that you have encouraged to do so commit one of these sins in your presence, you gain one Affinity Die. You may roll this die and add the result to an attack roll, skill check, saving throw, or damage roll. See the chart below to determine what size your Affinity Die is.Affinity Die | |
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Level | Affinity Die |
1st - 4th | 1d4 |
5th - 8th | 1d6 |
9th - 12th | 1d8 |
13th - 16th | 1d10 |
17th - 20th | 1d12 |
Languages. Common, Goblin
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