BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Goblin

Myeh heh heh! When you hear that mischievous chortle, you know something truly unhinged is about to go down. With monstrous forms and unnatural physiques, they are outsiders across all of Tetraverium. Even their creator has abandoned them.

Origin

The Goblin are a strange, monstrous species crafted by Galor, God of Enlightenment. They have the spirit of a fey and the nature of a mortal. Their bodies draw from both the traits of mortals and the yokai of the Feywild. They are considered under three classifications: Goblins, Hobgoblins and Bugbears. Goblins first appeared on both the Feywild and Mortal Plane combined. Historical records tell stories of Galor directly speaking to Goblins for years - instructing them in how to act and how to be. This instruction would lead to the strange, mischievous nature of the Goblins.
One day, Galor disappeared without a trace. He simply told the Goblins that he “would return one day.” And with that, he was gone. Many Goblins tell stories of Galor, awaiting his glorious return. Some believe he will whisk them away to the celestial plane when he returns. Others have given up on Galor, and shirked their former master.

Description

The Goblins of Tetraverium are relaxed, petite creatures. They traditionally stand small at 2 to 4 feet tall, and between 40 and 80 pounds. They have a lifespan of roughly seventy years. Goblins have rough features, with sharp teeth, bulging eyes, and sharp ears. Their skin tends to be torn and ripped, and is colored either green or yellow. Hobgoblins and Bugbear are taller breeds of goblins, with red skin and sturdy builds or long hairy limbs and lanky forms respectively.

Socialization 

Goblins have long been considered pests and vagrants by both planes they inhabit. The population of Goblins in the Feywild has dwindled over the years. They are often outmatched with the Yokai or Kami, and forced to collect in smaller tribes and villages on the outskirts of the islands. Others hide in the mists, striking against those who would venture to cross through.
On the mortal plane, Goblins rarely fare much better. They are feared and hated by most larger empires, due to their tendency to steal and kill. Goblins sometimes integrate into more informal civilizations, but often find themselves forced out due to superstitions or bad behavior. Thus, most Goblins seek the company of their own kind.
The bad behavior of Goblins is a sort of self-fulfilling prophecy. The world perpetually tells them that violence and thievery is what is expected of them. Thus, they rise to the challenge, often believing it is what Galor made them for. Many Goblins have worked to rise above these expectations, but are always met with an uphill battle. Goblins would spend millenia seeking the approval of their creator, Galor. They would erect shrines in his honor covered in strange carvings. They would slaughter in his name, leading to historic shortages of cattle and several smaller-scale conflicts. They would steal, maime, and murder, with Goblin elders promising them if they purged the world of all that did not please Galor, he would come down and praise them. They never received this praise, and over the years would grow more and more discontent with Galor. Some have fully rejected him, cursing his name in tribal ceremonies.
In response to the rise in popularity of Drakelah, a dragon-centered faith based on words of promise uttered by Galor to the Dragon people, Goblins would create Gobelah - a much smaller-scale faith that never caught on like Drakelah did. Gobelah positions Goblinkind as the central creation of Galor, and all other species that claim his enlightenment as shallow pretenders. It was more popular at the height of the Arzukan Empire, but never quite reached the organization or popularity of Drakelah.

Living in Tetraverium

Goblins today are relatively widespread, and primarily inhabit the Tamor and Dimen Tribes of Domufuerte, the Gray Isles, Nerukudo, the Arzukan Empire, or the western half of Gierelend. Many live in smaller groups of goblins, who are prone to violence and debauchery. Others work to integrate into society, often struggling with the expectations that surround them.
Worship of Galor is much more uncommon in Goblin society today. Most are uninterested in him, and others revile him. However, many Goblins still revere their creator, and pine for the long-awaited day where he will make good on his promise and return to them again.

Subraces

There are no Goblin subraces. Instead, Goblins, Hobgoblins, and Bugbear all have unique traits all their own.

Mechanics

When you choose a Goblinfolk as your species, you must choose a type of Goblinfolk: Goblin, Hobgoblin, or Bugbear.

Hobgoblins

Ability Score Increase: You can increase one Ability Score by 2 and one Ability Score by 1.
Creature Type: You are a Fey.
Size: You are Medium.
Speed: Your walking speed is 30 feet.
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.
Innate Tactics: You have proficiency in the Investigation skill.
Fey Gift: You can use this trait to take the Help action as a bonus action, and you can do so a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Starting at 3rd level, choose one of the options below each time you take the Help action with this trait:
  • Hospitality: You and the creature you help each gain a number of temporary hit points equal to 1d6 plus your proficiency bonus.
  • Passage: You and the creature you help each increase your walking speeds by 10 feet until the start of your next turn.
  • Spite: Until the start of your next turn, the first time the creature you help hits a target with an attack roll, that target has disadvantage on the next attack roll it makes within the next minute.
Fortune from the Many: If you miss with an attack roll or fail an ability check or a saving throw, you can draw on your bonds of reciprocity to gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +3).
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Languages: Your character can speak, read, and write Common and Goblin.

Bugbear

Ability Score Increase: You can increase one Ability Score by 2 and one Ability Score by 1.
Creature Type: You are a Fey.
Size: You are Medium.
Speed: Your walking speed is 30 feet.
Fey Ancestry: You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
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.
Sneaky: You are proficient in the Stealth skill. In addition, without squeezing, you can move through and stop in a space large enough for a Small creature.
Surprise Attack: If you hit a creature with an attack roll, the creature takes an extra 2d6 damage if it hasn’t taken a turn yet in the current combat.
Languages: Your character can speak, read, and write Common and Goblin.

Goblin

Ability Score Increase: You can increase one Ability Score by 2 and one Ability Score by 1.
Creature Type: You are a Fey.
Size: You are Medium.
Speed: Your walking speed is 30 feet.
Fey Ancestry: You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Goblin Hardiness: You have proficiency in the Survival skill.
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 twice 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 Dash action as a bonus action on each of your turns.
Languages: Your character can speak, read, and write Common and Goblin.

Comments

Please Login in order to comment!