Goblin Species in Neath | World Anvil
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Goblin

"Do not be fooled by their appearance. Goblins hold the most magical power of any mortal race with the strongest of their mages having the ability to seeming reshape reality itself. It is unfortunate that such power is blessed unto an otherwise savage and unforgiving race. "
-Professor Knorwitch, Archmage of Pollia university

Basic Information

Growth Rate & Stages

Goblins mature at age 8 and have a max age of 50 though it is unlikely that a goblin dies from old age. Most Goblins die around the age of 20; usually from a blade to the gut.

Dietary Needs and Habits

Goblins can eat just about any meat without any consequence, including other goblins. Though not a fan of non-meat foods; goblins can subsist on just plant material if needed.

Additional Information

Social Structure

Goblin social structure is based of strength. The strongest goblin rules whether that be through muscle or magic.

Average Intelligence

Goblins have always been considered one of the stupidest races in the world. They are know for their savagery and simple mindedness. The current goblin generation in The Den however are significantly smarter than the past goblins involved in the crusades thanks to the efforts of The Den Mother and her selective breeding. The current goblin generation has surpassed Orcs and Ogres in intelligence and may be on par with Humanoids.

Civilization and Culture

Naming Traditions

Goblin names are often slightly guttural with many sharp sounds.   Male names: Dilx, Driorm, Strerd, Sraaq, Vaaq, Vaact, Sroikesz, Chozgilk, Prising, Stamvyg, Fiozmal, Slil, Vrike, Abs, At, Wegs, Ulgeax, Glusmiald, Credus, Ezlel, Keszord   Female names: Freelee, Siotha, Thugsai, Ozze, Dinx, Traahnuhxia, Gneatneafsai, Fruisissm, Khaahkoixca, Uipialx, Khogsee, Freans, Grulsai, Wrysx, Glaf, Thyvelse, Joismeltea, Flupfiez, Vrifturx, Crosigs

History

The Goblins have existed alongside the other races since the beginning and have always been considered the "savage" stupid race. However the Goblins magical talents have developed at a breakneck speed compared to all other races. As they grew the Goblin races grew jealous of the riches that their neighbors held and it was these feelings that spawned the Goblin crusades. Each crusade was an attempt by the goblinoid races to subjugate all other races in the world. Each crusade coming ever closer to achieving this goal with the latest crusade being decided by a single battle.   After that battle the united countries of the world agreed on solving the goblin problem once and for all. They called the plan The Scouring; the complete genocide of all goblinoid races. Forests were burned, swamps were drained, divination spells were cast around the clock, entire caves systems were mapped and purged with no stone left unturned and after, any god that had been sympathetic to the race was purged by the others save for the god of secrets and shelter whom still avoids capture to this day.
Lifespan
50 years
Average Height
3-4 feet

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Goblin

Ability Score Increase Your Dexterity score increases by 1
Size Small
Speed 30ft

Your goblin character has the following racial traits.

  • Ability Score Increase. Your Dexterity score increases by 1
  • Age. Goblins reach adulthood at age 8 and live up to 50 years.
  • Alignment. Goblins are typically neutral evil, as they care only for their own needs. A few goblins might tend toward good or neutrality, but only rarely.
  • 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.
  • 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.
  • Magic superiority. You are always one level ahead in what level spell you can cast. If you are a first level wizard then you immediately have access to both first and second level spells. And when the class normally gets second level spells you instead gain third level spells. The first level spell slots can fit both first and second level spells. If the class you pick gains access to 9th level spells than you will gain 10th level spells that are on the level of epic magic from previous editions.
  • Languages. You can speak, read, and write Common and Goblin.
  • Subrace. Five subraces of Goblin are found in this word. Greenskins, Boggarts, Trow, Hashem, Gremlins, and Spriggans. Choose one of these Subraces.
   
Greenskin
Greenskin – When one thinks of goblins, it is the Greenskins that are typically called to mind. Standing no more than three and a half feet tall, their skin ranges from a deep forest green to pale olive in color. They tend to have long, dark hair on their heads and are incapable of growing facial hair. Their faces are squat and flat, with upturned noses and sharply pointed ears. Their eyes are entirely black except for the pupil which can range from a pale yellow to a sharp emerald green and reflect light in the dark like a feline. Greenskins are the most warlike of the goblin races, and their bodies are often spry with hard, athletic muscles.   Greenskin Traits Ability Scores: Your Dex Score increases by 1, and your Constitution Score increases by 1
Mud Slinger: Insults are your pastime. You gain the cantrip vicious mockery, you use Charisma as your spell casting ability for this ability.
War Rider: Greenskins have an amicable relationship with worgs and similar beasts, whom they ride into battle. You have proficiency in the animal handling skill.
Greenskin Weapon Proficiency: Your tribe has trained you well. You have proficiency with the Blowgun and Net.
 
Boggart
Boggart Boggart-Inhabitants of the deep bogs and marshes of the world, Boggarts are few in number but make up for it with strong communal relationships and a fierce defense of their territory. Their skin ranges from black to brown, often with mottled green along their spines. They are often hairless, or have only the barest wisps of dark hair on their heads. They have bulbous noses and long faces, and their ears, while sharply pointed, tend to be smaller than other goblins. Their eyes are entirely black except for the pupils which range from brown to red. The largest of the goblin races, they tend to stand closer to four feet tall with thick arms and legs supporting a corpulent torso. Boggarts are very insular and tend to avoid contact with other goblin races. They are the only goblin race adept at farming and crafting, and their traditions of spirituality tend to produce more druids and clerics than warriors.   Boggart Traits Ability Scores: Your Wisdom Score increases by 2
Boggart Shaman: You gain the cantrip Druidcraft, you use Wisdom as your spell casting ability for this ability.
Swamp Resistance: You have advantage on saving throws against poison and sickness. You are also Resistant to Poison.
Bog Swimmer: Boggart hit and run tactics usually include a good dose of swimming through less than cooperative waters. You have a swim speed of 20 feet.
 
Trow
Trow Trow – By far the rarest of the goblin races and one that the rest of the world believes they have eradicated, the Trow claim to be descended from the original goblins that were banished from the feywild at the dawn of the world. Whether this is true or not does not change the fact that the Trow are both the most unique of the goblin races as well as the fewest in number. Their skin ranges through various shades of blue in color. They tend to have thick white or blond hair on their heads, and can grow minimal amounts of facial hair. Their faces are fair and could be considered attractive even by non-goblin standards, with long, narrowly pointed ears. Their eyes are normal, with irises ranging in color from blue to lavender. Slender and willowy, Trow seem to be the weakest physically of the goblin races, but they make up for it with keen, intelligent minds. Though the truth of their origin is unconfirmed, they do have traces of fey essence in their blood, very few of their few number are not magically inclined.   Trow Traits Ability Scores: Your Charisma Score increases by 2
Fey Ancestry: You have advantaige against being charmed, and magic can’t put you to sleep.
Cantrip: You know one cantrip of your choice from the Wizard spell list. Charisma is your spellcasting ability for it.
Trow Versatility: You gain proficiency in two skills of your choice.
 
Hashem
Hashem Hashem – Hailing from the great deserts to the west, the Hashem are the largest of the goblin sub races approaching more to a dwarf size. The Hashem’s skin range from a dark copper color to a light tan and are completely hairless save for their long eye lashes and the inside of their ears and nose. They have large forward facing floppy ears and are always bulky with muscle and/or fat; all supported by strong legs and large wide feet. The Hashem are a stoic goblin folk that prefer to keep things simple and efficient.   Hashem Traits Ability Scores: Your Strength score is increased by 1, Your Constitution score is increased by 2, your Dexterity Score is reduced by 1
Lumbering: The Bulk of the Hashem makes you slow. Your base speed is reduced to 25.
Outsize Strength: While grappling, you are considered to be medium. Also, wielding a heavy weapon doesn’t impose disadvantage on your attack rolls.
Wasteland Scavenger: You are proficient in the survival skill.
Sure Footed: You ignore the extra movement cost of non-magical difficult terrain.
   
Gremlin
Gremlin Gremlin – A long time ago, the den mother brought a group of Gnomes into your home for the rarely used salve pens… The descendants of these Gnomes are known today as Gremlins. Like their more common cousins, Gremlins have skin that ranges through every shade of green. Their hair tends to be black, sometimes turning blue with age and they are capable of growing short beards. They have long, hawkish noses and sharp features, and their ears are slightly more rounded. Their eyes are entirely yellow except for the pupils which can range from black to sky blue. Their bodies tend to be short and squat, with stubby legs and thick arms. Gremlins are more intelligent and unhinged than most of their cousins and possess a natural desire to tinker and build. They have a passion for creating to equal any gnome, however, their passions tends toward creating things that destroy, which puts them in a vicious cycle of destroying and rebuilding their part of your home. *Note: Gremlins are unique to your home and do not originate from an outside source.   Gremlin Traits Ability Scores: Your Intelligence Score increases by 2 Dangerous Tinker: The gnomes like pretty things, but you like your creations to be a little more dynamic. You have proficiency with one artisan’s tool of your choice. Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp) that works for 24 hours, or when you use your action to dismantle it. You can have up to three such devices active at one time. You may reclaim the parts used to create the device once it stops functioning, only if it did not explode. When you create a device, choose one of the following options:
Bomb Boy – A clockwork tiny construct that is in the form of a goblin. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in the direction it is facing making a loud wailing sound as it walks. When it is destroyed roll a d20. On a roll of 12 or higher the object explodes in a sphere five feet in diameter dealing 1d4 fire damage.
Arsonist's Friend – A small brass rod with a slit at the top and a button on the side. When the button on the device is pushed roll 1d6. On an even roll the device produces a miniature flame, which you can use to light a candle, torch, or campfire. An odd roll results in the device failing to work. On a roll of one the device explodes causing 1d4 fire damage to the user. Using the device requires an action.
Blast Orb – The device is a small brass orb that makes a ticking sound once a small button on the top is pressed. 5 seconds after the button at the top is pressed the device explodes in a sphere 10 feet in diameter dealing 1d8 fire damage to anything within it. If the device is destroyed, nothing happens.
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 you normally apply.
Tinkerer: You count as a Rock gnome for all feats that benefit you.
 
Spriggan
Spriggan Spriggan – Springing from an ancient blessing from one of their forgotten gods, Spriggan have a minute trace of infernal essence in their blood. Spriggan skin ranges in color from deep brown to a dark purple, often darker along their backs. They have thick manes of hair in shades of orange and brown that grows down their backs, and can grow facial hair. They have sharp features with small, pointed noses, and their pointed ears are much larger than any other goblin race. Their eyes are entirely yellow with slit pupils that are either black or red. Their bodies are slender and wiry, appearing scrawny when compared to other goblins. Spriggans are easily the most savage of the goblin races. Just as prone to raiding as their Greenskin cousins, but much more cunning and devious in their approach. They favor tricks and ambushes over straight fights and are quite adept at stealth.   Spriggan Traits Ability Scores: Your Dexterity Score increases by 1, and your Intelligence Score increases by 1
Infernal Resistance: You have resistance to cold damage.
Creeping Shadow: You gain proficiency in the Stealth Skill
Trap Maker: You know how to set simple snares and traps. You gain proficiency with Thieve’s Tools and have advantage when disarming traps. In addition you are able to set simple traps of your own. You can spend 1 hour and 10gp worth of material to set a trap that will remain until it is triggered or you dismantle it. You can reclaim the materials used to set the trap if you dismantle it. If the trap is sprung the materials are used up and can not be recovered. The DCs to spot and disable your traps are equal to 10+your character level. When you set a trap, choose one of the following options:
Snare Wire – A length of wire is strung between two points and is triggered by someone walking into it. When triggered, the wire wraps around the targets feet. They must succeed at a Dexterity save or fall prone. While the wire is wrapped around their feet, the target’s movement is reduced by 5ft. Removing the wire requires a strength check DC 10.
Spring Bolt – A single crossbow bolt is loaded into a spring lock mechanism and is triggered by a tripwire. When triggered the dart is fired at the target making a ranged attack with a +2 bonus. On a successful hit the target takes 1d6 piercing damage.
Slashing Blade – A small blade is set in a spring lock mechanism and attached to a door or container. It is triggered when the door or container is opened. When triggered, the blade releases in a slashing arch making an attack with a +2 bonus. On a successful hit the target takes 1d6 points of damage.


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