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Beskklin

Small, wirery humanoids, with a natural affinity with dangerous wildlife.

Civilization and Culture

Naming Traditions

Goblins traditionally tend to have short forenames and longer surnames based on their faimlys favourite animal. For instance, a goblin from a family of wolf riders may have the surname "Wolflove" or "Moonchaser". Whereas a goblin from a family of bear tamers may have the surname "Bearlove" or "Grizzles".
Genetic Ancestor(s)

Goblin

A Standard, Tier 1 Race


Small Humanoid

Subtype(s): Goblinoid

Speed: 35ft.

Natural Armour: 10

Sences: Vision 120ft, Darkvison 60ft.

Ability Scores

+3 Total: +1 Dex, +1 Con, +1 Int, +1 Wis, -1 Str

Natural Attack(s)

Punch

To Hit 1d20+1+Str/Dex | On Hit: 1+Str Blugeoning Damage | 2x Critical

Racial Proficiencies

Acrobatics, Animal Handling, Slight of Hand, Stealth

Racial Languages

Goblin, Common

Racial Features

Alternative Racial Features

The following features can be take in place of standard racial features.

 

Independent Minds

Your mind is strong and will never long be dominated. Though you are not above faining subseriance to your advantage. You have advantage against saving throws against magical charms and dominations. Any effect that removes your free will last only half as long on you. If you succeed a saving throw to overcome the effect of a charm or domination you may attempt a Deception check against the casters insight as a free action. If your deception roll is higher than the caster they will believe they have successfully charmed or dominated you until you anything that obviously proves otherwise.  

Hansy

Your hands tend to wander, your opponent won't need that backpack while he is fighting your friend. As a bonus action, you may attempt to remove any storage device or unequipped item from a target that you are flanking.

Racial Feats

You may pick any one of the following racial feats in place of an ordinary feat upon reaching the appropriate level.

 

Giving Hands

Requires a level 4 or higher character. With all this taking you have been doing you think it would be nice if you gave something back once in awhile; Espesical if that something is primed to explode. As a bonus action, you may attempt to place an item in the pockets of a target you are counted as flaking. Using this ability prompts the target to make a perception check against your sleight of hand, with the ablity failing if they succeed.   During this process, you may prime them item to activate or explode as a free action if it is able to do so. If the item you have given is set to explode or otherwise activate they gain an additional check at the start of their turn with advantage. If they pass this second check they may quickly throw this item in any direction as a bonus action. However, if they fail to remove the item from thier person it will automatically critically hit them when it detonates/activates.

Racial Heritages

Goblins are born of two parents. Pick two heritages, one for each parent.  

Flak-Foot

Your people have long manned the great forges of the dark lords.
One Parent
You receive a 1 (+half your level) reduction to any fire damage received.
Both Parents
All of the above plus you gain advantage against any saving throws against smoke and toxic fumes.  

Smoke Eyes

 

Grin-Grum


Block Link: Goblin [URS]

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