goblin

Goblins are one of the major civilized species of the Sora. They are renowned for being fierce and protective, often quite devoted to their families, clans, and countries. Goblins dominate darker, colder realms, being capable of seeing in the dark, but suffering when in areas of bright light. Goblins are skilled warriors and priests, willingly traveling to hone and test their prowess.  

Physical Description

Goblins are quite large. As tall or taller than humans, they have long bowed legs. Conversely, they possess somewhat shorter arms, with most goblins not having their hands past their hips. Most goblins are quite muscular, though their musculature is rarely well-defined thanks to a layer of fat covering it. Goblins tend to be barrel chested as a result, while gobliennes are curvy. This does leave goblins with an unfortunate propensity toward obesity, especially considering their carnivorous diets.   Goblins have a small variety of skin tones, ranging from grayish blues to dark green. Hair color is typically dark, with blacks, blues, and purples being common, with coppers and green being known but uncommon. Goblin eyes are large and round, typically deep set, with large pupils and irises that run from yellow to red in coloration. They posses larger ears that are slightly splayed and have slightly curved tips.   Most goblins have rounder faces with soft features. They lack prominent cheekbones and brows, but tend to have strong, rounder chins and jawlines. Goblins typically have smaller, flatter noses that are often upturned slightly. Their large mouths have full lips and are filled with sharp, pointed teeth, particularly the cuspids. Facial hair is common among males, though usually only on the chin, with mustaches tending to be patchy and stiff.  

Senses

Goblins are used to living in darkness and essentially have reverse vision compared to most species. In complete darkness, they are able to see just as well as a human sees in bright daylight. Conversely, they are effectively blind in daylight, as such bright light causes them physical pain. Unlike many other species who can see in low light or darkness, goblins are able to see a full range of colors. Scholars aren't sure how goblins achieve this, as there should not be enough inherent light in anything for color. Some have suggested that goblin eyes actually produce their own light, which provides just enough for them to see colors, but not enough for others to see by. The exact mechanism is still a mystery.  

Life Cycle

Gobliennes are fertile once a month and tend to have multiple children at once, with twins being the most common, but triplets or quadruplets occurring roughly 15% and 5% of the time respectively. Solitary births are rare. Pregnancies last only seven months, though babies are born quite developed, with most being capable of crawling shortly after birth. This leads to very difficult pregnancies and births for gobliennes, who gain tremendous weight due to the developing children.   Goblin children grow relatively quickly as well, reaching physical maturity in their mid teens, a few years before a comparable human child would. They tend to age faster than humans as well, reaching old age nearly a decade sooner, though the oldest goblins can outlive humans by up to a decade by reaching 125 years. As goblins get older, they tend to grow more prone to accumulating fat. They don't lose much physical strength from aging, but instead become slower and less healthy. Their skin tends to stretch rather than wrinkle, appearing taut. Goblins and gobliennes both tend to lose their hair as they age; very few retain a full head of hair into old age. Those that do find their hair going dark silver rather than white.  

Diet

Goblins are obligate carnivores, eating diets composed entirely of meat and other animal products such as eggs, dairy, and even bones. More primitive goblin societies survive by extensive hunting and scavenging activities, typically hunting larger herbivores as prey. However, in lean times, they are willing to eat smaller animals, such as lizards, fish, and insects. They have even been known to eat carrion at times. More advanced civilizations must engage in widespread agriculture and animal husbandry to feed their populations. Most crops are grains and grasses, allowing them to feed their livestock, though some will grow other things in order to trade them to other species. Goblins-produced crops have a reputation as low quality, as they lack the ability to tell which are good or not.  

Distribution

Goblins favor darker, colder climates, though they prefer to live beneath the open sky, rather than underground as dwarves do. As such, they tend to congregate on worlds with with dimmer photopartum or regions which get less light. However, they are quite capable of living on realms with standard day-night cycles, tending to be active during the nights while other species sleep. This sometimes earns them a reputation as sneaks and thieves, causing goblins to be the target of discrimination and distrust in many places.
Lifespan
80 years
Average Height
5'4" to 6'
Average Weight
120 to 200 lbs


Cover image: by Denis Khusainov

Goblin

Ability Score Increase +1 Str
Size Medium
Speed 30ft

Nightvision. Goblins are used to living in total darkness and thus have poor vision in the light and good vision in the darkness. You can see in darkness as if it were bright light, treat dim light as if it were normal light, treat normal light as if it was dim light, and are effectively blind in bright light.   Masters of Fear. Goblins are staunch and rarely frightened, while also being quite capable of inflicting terror on their own. You have advantage on saving throws against fear effects and on Intimidation skill checks to cause a creature to back down or flee.   Dutiful. Goblins have a focus which they are duty-bound to protect. This can be anything from their family, clan, or village, to a sacred relic or particular school of combat. When acting in defense of this focus, you receive a +1 bonus to either AC, attack rolls, damage rolls, or saving throws. The focus and bonus are chosen during character creation.   Heritage. Goblins come from a number of traditions and backgrounds, each named after a gemstone or animal product. These heritages set goblins apart from one another, giving them slightly different abilities from one another. Choose a heritage for your goblin.  

Bloodstone

Goblins are frequently feared and downtrodden throughout the Sora. Other humanoid species tend to find goblins fearsome, especially due to their purely carnivorous diet. Prejudice is rampant, especially on less developed worlds, and goblins can often find themselves driven out of their lands by coalitions of other races, such as humans, dwarves, and elves. Frequently, they are forced into poor, inhospitable lands, where they dwell in cramped conditions with little amenities. In order to survive, these goblins develop cultures where combat and physical strength are paramount. Though this plays into the stereotypes developed by other races, it is often the only way they can stay alive.   Ability Score Increase. You learned from an early age that you had to be strong to survive. Your Strength increases by 2 (for a total of 3).   Weapon Familiarity. In preparation for the day your people would reclaim your homeland, every child in your home started training with weapons shortly after they learned to walk. You are proficient with the battle axe, great axe, and great club.   Charge. One of the most favored games of your childhood had two sides take turns running at one another, trying to break through the other team's linked arms. If you move at least 20 feet in a straight line before attacking an opponent, your first attack against the target has advantage.   Plagueborn. Because of the harsh lands your people have been forced to inhabit, fresh food and water were in poor supply. You have advantage on saving throws against disease and ingested poisons.  

Bone

Even on the most advanced realms, there exist lands which remain unspoiled and wild, home to dangerous predators and monsters. Bone goblins thrive in these areas, living outside of the hierarchical power structures which dominate most "civilized" nations. Instead, bone goblins live in small, nomadic bands, rarely numbering more than a hundred. These bands often come into conflict with the monstrous creatures which inhabit their lands, requiring them to be hearty and strong. Bone goblins are ready to rush head long into a fight against creatures which may be larger and stronger, but rarely more ferocious.   Ability Score Increase. Your nomadic lifestyle requires great endurance. Your Constitution increases by 2.   Ferocity. The terrible beasts of your homeland can inflict grievous wounds, but unless they are fatal, you can continue fighting. When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can't do so again until you finish a long rest.   Relentless. The most efficient way to deal with most dangerous creatures with minimum injury is to knock them off their feet. If you move at least 20 feet in a straight line before attacking an opponent, you may make a shove as a bonus action following the attack. You have advantage on attempts to shove an opponent.  

Coral

Coral goblins spend as much of their time in the water as they do on the land. They are most often found on remote island chains or along the shores of temperate oceans, spear fishing, diving for pearls, and swimming in the surf. According to coral goblin belief, life is a constant ebb and flow of fortunes, much like the tides. At times a person experiences fortuity, but it will eventually be interrupted by hardship, which in turn will give way to success. Eventually, a typhoon or tsunami comes to wash everything back into the ocean from whence it came.   Ability Score Increase. Swimming is known for its many benefits, including strengthening stamina. Your Constitution increases by 2.   Water Affinity. You are as sure footed in the water as you are on solid ground. Moving through water never counts as difficult terrain for you.   Expert Swimmers. A lifetime spent swimming and diving has made you a master at it. You have advantage on any skill checks related to swimming and you can hold your breath twice the normal time.  

Diamond

The coldest lands on many realms are home to diamond goblins, who thrive on the glaciers, tundras, and polar deserts. They are tough, hearty people, skilled at surviving in climates which make most others quail. Diamond goblins are a tough and resilient as the gem for which they are named. They built settlements on the shores, where they fish, and send bands of hunters to take down massive beasts which can feed an entire village for months. Diamond goblin communities are close knit and communal, all members of a village expected to contribute and care for one another. This cooperative spirit is the only way to survive the glaciers.   Ability Score Increase. Living on the glacier requires cunning and cleverness. Your Intelligence increases by 2.   Glacial Masters. You are completely at home in a snowy, glacial environment. You have advantage on Stealth checks while within snowy terrain and can move through natural difficult terrain at you normal speed while within snowy terrain. Magically altered terrain affects you normally. You additionally have advantage on Constitution checks and saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and cold environments.   Survivalist. Hunting and tracking are important skills when tracking down game in the tundra. You are proficient in Survival.  

Glass

Goblins are widely mistreat, but not all are driven from their lands. Many integrate into the civilizations which conquer their lands, but are treated as second class citizens. They live on the streets or in ramshackle, crowded tenements, forced to scrape and scrimp to survive. How to remain beneath the notice of the ruling class is often the most important skill such goblins learn. It is from this invisibility that glass goblins take their name, as they use their skills to remain out of sight. Many use this invisibility to take a small measure of revenge against their oppressors, committing acts of larceny and robbery. Ability Score Increase. You have to sneak and cow, remaining out of sight to avoid drawing too much attention to yourself. Your Dexterity increases by 1.   Shadow Seekers. The flickering shadows of the alleys often make things appear what they are not. You have learned how to differentiate real from false. You have advantage on Investigation checks to see through any illusion.   Sneaky. Being unseen has its advantages. You have proficiency in Deception, Sleight of Hand, and Stealth.  

Hoof

The nomadic hoof goblins are among the finest riders known in the Sora. Riding on the backs of the fastest, hardiest mounts, hoof goblins live on vast plains, steppes, and savannas, leading herds of livestock to graze. Tribes can grow to massive size, numbering in the tens of thousands, consisting of hundreds of clans and families. Their tent cities can rival the largest metropolitan centers, though they are temporary, lasting for a few months at most. While mostly peaceful, some tribes take up arms and use their superior riding to make raids into or conquer neighboring nations. On occasion, one of these tribes manages to unite the others, leading to the birth of a new empire as they sweep across the land.   Ability Score Increase. You have been learning to ride since the day you were born. Your Dexterity increases by 2.   Skilled Riders. You quickly come to understand the quirks and personalities of any animal you ride. You have advantage on Animal Handling checks regarding your mount.   Mounted Combatants. Protecting your flock from wild animals has given you the training to fight from a mount. You receive the Mounted Combat feat.   Improved Spur. You know exactly how to push an animal and then let up, allowing it to travel quickly for longer times. You can ride at a gallop for twice the normal time before needing to stop or rest your mount.  

Horn

On average, goblins are physically stronger than many other races. Horn goblins believe this might gives them the right to rule over others, even their own kind. It is often their internal conflict which is the only thing stopping them from overrunning their neighbors. But when they manage to unite, they often manage to conquer entire realms. Horn goblin armies tend to take full advantage of their strength, marching in organized columns, locking their shields together, and becoming an unstoppable ram against their enemies. Yet they are not brutes who use only their might; when combat break down into chaotic melees, they quickly work together to flank and outmaneuver their foes.   Ability Score Increase. You have been preparing for constant warfare your entire life. Your Constitution increases by 2.   Gatecrasher. Portcullis, gates, and enemy fortifications all have weak points and you know how to find them. You have advantage on Strength checks to break objects.   Gang Fighters. You've been taught to strike most efficiently when your allies surround a foe. You add your proficiency bonus to damage rolls when attacking an opponent which you flank.   Weapon Familiarity: Larger weapons were always favored by your people. You are proficient with the great axe and great club.  

Jade

Ancient and noble, jade goblins possess some of the oldest and most expansive nations in the Sora. Their histories often stretch back thousands of years, filled with epic tales of heroes, warlords, and emperors waging great battles. These stories of bravery and valor resonate through their societies, teaching the value of fidelity, service, and loyalty to the people. They teach that any member of their society has the capacity to achieve greatness and that, should the ruling family fail the people, then new heroes must rise up to replace them. To that end, jade goblins devote much of their free time to bettering themselves through learning, devotion, and dedication.   Ability Score Increase. You have been taught to have a strong personality and a great sense of self. Your Charisma increases by 2.   Swordtrained. Jade goblins are are trained from birth in swordplay, always ready to take up arms to defend their homes or tear down unjust rulers. You are proficient with swordlike weapons (including daggers, greatswords, long swords, rapiers, scimitars, and short swords).   Still Mind. You have drilled your mind to remain strong as steel and slip off any shackles. When you make a Wisdom saving throw, you can use your reaction to gain advantage on the roll. You can use this trait immediately before or after you roll, but before any of the roll’s effects occur.  

Jet

In the darkest lands live the jet goblins, those who sun the light and all it entails. They revel in eternal nights and endless caliginosity, finding inner peace and wisdom in the blackness. Though many fear the night, jet goblins consider it a comforting blanket, allowing them to remain undisturbed by outsiders. In these dark lands they build glorious monasteries, dedicated to exploring the mysteries of existence and the Sora. Many jet goblins believe that there are great, unknown truths hidden from the eyes of mortals. Only in the darkness, they believe, can these truths be glimpsed. In seeking these truths, the darkness has become an immutable part of them.   Ability Score Increase. You have spent your youth meditating upon the nature of the darkness. Your Wisdom increases by 2.   Resistance of Beyond. Your constant life in the darkness has brought you closer to the shadows. You have resistance to cold and lightning.   Shadow Blending. The dark embraces you like a cloak. You have half cover while in dim light.  

Malachite

In the dark lands most goblins choose to inhabit, trees and other large vegetation do not receive enough light to glow. While some of these areas are dominated by lichens or barren, others are covered in massive forests of fungus. Malachite goblins call these fungal forests home, learning how to make use of the spongy stalks much as elves make use of trees. They learn which fungi are most deadly and tip their arrows with their spores, which have medicinal value, and which may be dried to make building material.   Ability Score Increase. You learned to deftly scale the spongy stalks of great mushrooms. Your Dexterity increases by 2.   Climbers. Living among the caps of mushrooms has made climbing second nature to you. You have a climb speed of 20 feet.   Fungus Eaters.: The very air in your homeland was constantly filled with fungal spores. You are immune to poison or mind-altering effects caused by fungus, mushrooms, or fungal creatures.   Weapon Familiarity. Hunting for food was a duty every person in your home took up. You are proficient with nets and long bows.  

Moonstone

In the snowy, dark peaks of the highest mountains, life can be difficult and short. Moonstone goblins not only survive these difficult environs, they thrive. Permanent settlements are often not feasible in these treacherous summits, so moonstone goblins are constantly on the move, tracking game. They form small, impermanent bands that gradually merge together until the next snowstorm or landslide scatters them again. Despite the harshness of their lives, moonstone goblins are known for their zeal for life. When the weather is fair and the skies clear, they feast, revel, and compete. They make every moment count, for it could soon be their last.   Ability Score Increase. You have spent a lifetime of climbing through dangerous peaks. Your Dexterity increases by 2.   Mountaineer. The peaks of your home had thin air and narrow, icy paths. You are immune to altitude sickness and have advantage on skill checks to cross narrow or slippery surfaces.   Mountain Stride. Mountainous terrain may be tricky to others, but you are as surefooted as any mountain animal. You can move through natural difficult terrain at your normal speed while within mountainous terrain. Magically altered terrain affects you normally.   Weather Savvy. You are so in tune with the air and sky they can sense the slightest change in atmospheric conditions. You can predict the weather in an area for the next 24 hours. This prediction is always roughly accurate, such as knowing it will snow or be warm, but cannot account for spells or supernatural effects that might alter the forecast.  

Opal

Goblins hold their ancestors in great reverence, but opal goblins virtually worship them. They engage in a form of ancestor veneration, recording their genealogies in great detail and chronicling the lives of their greatest members so that all their scions may remember. The greatest heroes form great clans who construct majestic temples to their honor. Though remembrance is an important aspect, it is rarely the only one. Many opal goblin societies can speak to their ancestors, receiving guidance and advice. This knowledge of their ancestors' souls often comes with a secondary effect; knowing that the souls are in the beyond, unconcerned with their mortal shells, opal goblins frequently make use of the undead as servants and laborers.   Ability Score Increase. Full of filial piety, opal goblins are introspective and spiritual. Your Wisdom increases by 2.   Spirit Consultation. The spirits of your ancestors walk the valley between life and death. You may perform a 10 minute ritual to ask a single question of one of your ancestors. You may choose to contact a specific ancestor or allow any ancestor to answer your call. The ancestor generally answers truthfully, but they are under no burden to do so. The ancestor has no special knowledge, only being able to provide information they knew in life. If the request is for advice on performing a specific task, an informed answer gives you advantage on the roll. Once you use this trait, you can't do so again until you finish a long rest.   Undead Resistance. Spending time around the undead has inoculated you against many of their powers. You have advantage on saving throws against disease and mind-affecting effects.   Ghostly Detection. Communion with the spirits of your ancestors has allowed you to notice ghost and other similar entities. You have advantage on Perception checks to notice incorporeal creatures and can detect ethereal creatures as if they were incorporeal.  

Spinel

Omens and signs are considered of utmost importance in the societies of spinel goblins. They have priests, shamans, or some other religious officials divine the fate and futures of children at birth. These divinations have a major influence on the goblin's life. They are often destined for specific professions or statuses due to their readings. Those with favorable signs may be trained to become monarchs, merchants, military commanders, or great artists. Those with negative signs are often relegated to common labor, the front lines of a battlefield, or even outcast in extreme situations. In some spinel goblin societies, this may even be taken as far as being rigidly enforced by a caste system. A goblin with an unfavorable fortune may rarely seek to have their fortune redivined... but only through immense effort and luck.   Ability Score Increase. The complex hierarchies of spinel goblins requires tact to navigate. Your Charisma increases by 2.   Astrological. You have had the rules for different signs drilled into your memory. While not as powerful as the auguries of the oracles, you can read fortunes to a minor degree, preparing you for the day ahead. When you would roll a d20, you may choose to have the result be a 20 (before modifiers). You must choose to do this before rolling any dice. Once you use this trait, you can't do so again until you finish a long rest.   Lifebound. Your fate has been prophesied; you will not leave this world before it is your time. You have advantage on death saving throws.
 

Languages. You can read and write Goblin and one other language of your choice.

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