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Goblin

A subterranean folk, goblins can be found in every corner of the multiverse, often beside their bugbear and hobgoblin kin. Long before the god Maglubiyet conquered them, early goblins served in the court of the Queen of Air and Darkness, one of the Feywild’s archfey. Goblins thrived in her dangerous domain thanks to a special boon from her—a supernatural knack for finding the weak spots in foes larger than themselves and for getting out of trouble. Goblins brought this fey boon with them to worlds across the Material Plane, even if they don’t remember the fey realm they inhabited before Maglubiyet’s rise. Now many goblins pursue their own destinies, escaping the plots of both archfey and gods. Goblins occupy an uneasy place in a dangerous world, and they react by lashing out at any creatures they believe they can bully. Cunning in battle and cruel in victory, goblins are fawning and servile in defeat. But the goblins still under Maglubiyet’s influence live in large barbaric clans where the strong rule over those weaker than them, and being much smaller than the other goblinoids, goblins are always on the bottom. Living savage lives raiding and plundering from any they can.   Most Common Classes: Fighter, Rogue, Warlock   Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.   Creature Type. You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid.   Size. You are Small. (3-4 feet)   Speed. Your walking speed is 30 feet.   Age. Goblins reach adulthood at age 10 and live up to 60-70 years.   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 discern colors in that darkness only as shades of gray.   Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.   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 proficiency bonus.   You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.   Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.   Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.

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