The Goblix
Transformed by The Man Fever
For a full description of half-orcs, orcs, or goblinoids refer to The Player’s Handbook (p. 32) and Volo's Guide to Monsters (p.118 - 120), respectively When designing a player character use those pages as your guide to traits and abilities. However, the culture and background of orcs and goblins in this world is substantially different than baseline Dungeons & Dragons.
The Goblix are a set of pseudoraces that result from the transformation of humans, halflings, Dwarves, and gnomes caused by The Man-Fever.
As such they do not have their own language, culture, or technology. For the most part they keep what they had in their original form.
The Man-Fever warps the body and mind of the victim to be a more aggressive and vicious version of their former self. The fever takes humans and makes them even more aggressive, hot tempered, and violent. Humans become orcs. Elves become bugbears. Halflings become goblins. Gnomes become kobolds. Dwarves become hobgoblins.
Half-Orcs
Half-orcs are the first stage of the transformation for humans. Their bodies are partially transformed into that of an orc, but their minds are intact. They will be recognizable to those who knew them before the transformation. They hold all their memories and most of their original personality, although they are quicker to anger and more aggressive. For the most part a half-orc is still themselves, although changed.Orcs
Orcs are the next stage in the transformation for humans. Their bodies are fully transformed into that of an orc and the fever will have even greater effects on their mind. The degree of the effect varies depending on the progress of the disease. They start with the mind and personality that they had when they were a half-orc, but as the disease progresses they grow more aggressive and loss contact with their memories and personality. While the victim may retain certain scattered memories and affections for the closest loved ones, his personality and identity is completely altered. Many will abandon their human names and take up new orc names. However, they may retain some of the knowledge and skills they had before. A skilled tanner may still be able to ply his trade, and a mage may still be able to cast simple cantrips but, have trouble comprehending complex texts.Feral Orcs
Feral orcs are the last and most feared stage of the disease. They occur when an orc's mind deteriorates into that of a feral beast. The victim losses all language and higher thought and they no longer recognize clan members, family, or comrades. They will revert to the condition of a wild animal, attacking anyone who comes into their territory bare handed.Goblins
Goblins are transformed halflings. While the progress of the disease for humans in unpredictable, halflings are certain to change into goblins. Retaining the same height, their faces will become more pointed and angular, the ears longer, the skin grey or green, and the teeth pointed. However, goblins do not lose contact with their former selves the way orcs can. They retain their memories and their knowledge. It is their personality that is transformed. They become greedier, more self interested, and more callous. For the most part a goblin is still themselves, although changed.Bugbears
Bugbears are transformed elves. Their faces become more angular with longer more exaggerated ears and fearsome teeth. They retain their long builds, but put on more muscle. Finally, they grow thick coats of fur the color of their original heads of hair. Much like goblins, bugbears retain most of their former identity, but their personalities are warped to make them more belligerent and aggressive.Hobgoblins
Hobgoblins are transformed dwarves. The transformation renders the dwarf as a squat, hairless version of an orc. But, while The Man Fever can degrade a human into a mindless feral orc, it sharpens the mind of a dwarf to a sharp blade. Where dwarves are dedicated to their people, their god, their noble house, and the traditions of their people; hobgoblins are paranoid xenophobes ready to strike at anyone who could conceivably pose any kind of threat. Hobgoblins view the world as a vicious weapon aimed at the heart of anything they hold dear (family, tradition, noble house, etc.). The only response is remove the threat by any means necessary.Kobolds
Kobolds are transformed gnomes. The Man Fever takes a gnome and warps it into a small lizard like version of itself. Kobolds lose much of their memories and attachments to those around them and become reclusive and paranoid. Often they will run from the strangers that their family has become to live with others of their kind in caverns and caves. Retaining their mechanic and tinkering capabilities they then will continually work to outfit that cave with ingenious booby traps.Life After the Change
How goblix live after their transformation depends heavily on the reaction of those around them. Some communities will immediately expel the victim, afraid of contagion or the violence they may bring. Ocs and goblins may live their lives as lone wanderers or form outcast clans of their own. Dwarves will keep hobgoblins in reserve among them, using them as secret living weapons. Some victims of The Man-Fever are kept in the community and watched over by their family. But, as the disease progresses this may become harder and harder. Depending on the severity of the transformation and their connection to their former lives, goblix may retain their identity, but others may abandon it entirely, take up new names and start new lives. This is especially the case in outcast clans, where abandoning one's old life is often a rite of passage into the clan. But the shadow of The Man Fever is always cast over the lives of its human/orc victims. The progress of the disease is unpredictable. One can remain as a half-orc for decades and one day wake up as a full orc, or one can complete the full transformation from human to feral orc in a few days. For every half-orc or full orc, the possibility that they could at anytime "go feral" is always a looming threat.ooooooooooooooo | ooooooooooooooo | ooooooooooooooo | ooooooooooooooo | ooooooooooooooo | ooooooooooooooo | ooooooooooooooo |
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Half-Orcs | Orc | Goblin | Bugbear | Hobgoblin | Kobold | |
Original Race | Human | Human | Halfling | Elf | Dwarf | Gnome |
Ability Scores | Str +2, Con +1 | Str +2, Con +1, Int -2 | Dex +2, Con +1 | Str+2, Dex+1 | Con +2, Int+1 | Dex +2, Str -2 |
Lifespan | 50-70 years | 50-70 years | 70-100 years | 200-300 years | 200-300 years | 200-300 years |
Height (feet) | 5 to 7 | 5 to 7 | 3 to 4 | 6 to 8 | 4 to 5 | 2 to 3 |
Weight (lbs) | 230 to 280 | 230 to 280 | 40 to 80 | 250 to 350 | 150 to 200 | 25 and 35 |
Size | Medium | Medium | Small | Medium | Medium | Small |
Darkvision: | yes | yes | yes | yes | yes | yes |
Walking Speed | 30 ft | 30 ft | 30 ft | 30 ft | 30 ft | 30 ft |
Languages | Imperial | Imperial | Imperial | Imperial & elvish dialect | Imperial and dwarvish | Imperial & gnomish |
Menacing: Gain proficiency in the Intimidation skill.
Relentless Endurance: When reduced to O hit points but not killed outright, you can drop to I hit point instead. You can't use this feature again until you finish a long rest. Savage Attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. |
Menacing: Gain proficiency in the Intimidation skill.
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. Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. |
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, equal to 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 |
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. 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 the trait only once per comb |
Martial Training: You are proficient in 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 this trait again until you finish a short or long rest. |
Grovel, Cower, & Beg: As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you tat can see you. Once you use this trait, you can't use it again until you finish a short or long rest. Pack Tactics: You have advantage against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. |
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