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<blockquote data-quote="steeldragons" data-source="post: 6435622" data-attributes="member: 92511"><p><strong><u>Goblin Traits</u></strong></p><p>Your goblin character has abilities to thrive with cunning in a world that views them as anything from a pathetic nuisance to unnatural horror. </p><p><strong>Abilities: </strong>+1 to Dex. +1 to Con.</p><p><strong>Age: </strong>Goblins mature rapidly, by human standards, achieving adulthood in only 5 years. The goblin life cycle rarely exceed 50 years.</p><p><strong>Alignment:</strong> Goblins abhor natural beauty, freedom, and above all individual happiness and good cheer. They value cruelty, cunning and trickery in general, things generally considered "ugly", "filth", or tainted by evil. Dominating those weaker than themselves or [better] overcoming and subjugating those more powerful is a near universal goblin ideal. As a society, they are stringent in their traditional goals to ruin the dwellers in light and the beautiful, subjugate, dominate and destroy. Goblins are, more often than not, lawful evil in alignment. </p><p><strong>Size: </strong>Small. You range from 3.5-4.5 feet. While often matching a dwarf for height, their generally scrawny limbs and wiry frame do not warrant them being considered medium. </p><p><strong>Speed:</strong> walking speed 30'.</p><p><strong>Darkvision:</strong> 60'.</p><p><strong>Sunlight Sensitivity:</strong> as the drow.</p><p><strong>Shadow Stealth:</strong> Goblins can attempt to hide behind light cover or lightly obscured areas in any environment. They gain advantage for all Stealth [Dex] rolls in dim-light or darkness.</p><p><strong>Goblin Guile:</strong> You have the wicked cunning of your species and can use it to good advantage. You have advantage on all Sleight of Hand [Dex] rolls. You can take one of the following as a bonus action:<em> Dash; Disengage;</em> or an<em> Extra Attack</em> with a small melee weapon (dagger, short sword, hand axe) already in hand. Once used, you can not take a Goblin Guile bonus action until after a short or long rest.</p><p><strong>Subraces:</strong> Goblins are prolific and capable of eking out survival in just about any climate or terrain. There are many kinds of <strong><em>common</em></strong> goblins which may have superficial differences in appearance and culture, such as goblins with green, blue or grey skin, more advanced or primitive weaponry, coexisting with wickedly-disposed creatures to use as mounts, etc... These slightly different types of goblins are presumed to possess the racial attributes detailed above. </p><p>Over time, other varieties of goblins have been specially bred, individually created, and/or evolved into creatures of significant differences. With your DM's approval, you may select one of these less common subraces, <em>uncommon </em>and <em>rare</em>, respectively: the <em>Hob Goblin, Bugbear or Redcap.</em></p><p></p><p><strong>Hob Goblin </strong>[alternately spelled "Hobgoblin"]</p><p>Larger, smarter and more militarily capable than the common goblin, Hobgoblins pose a more serious threat to the goodly peoples of the world. Their increased size and intelligence, warrior-driven society, and intense tribal loyalty make hobgoblins a preferred source of soldiers and guards for many a warlord or would-be conquerer.</p><p>As a Hobgoblin, you gain the following traits in addition to the common goblin traits listed above: </p><p><strong>Abilities: </strong>Your Str. increases by 1.</p><p><strong>Size: </strong>Medium. You range from 5.5-6 feet. </p><p><strong>Sunlight Tolerance:</strong> You do not possess the common goblin's Sunlight Sensitivity and are not debilitated by normal light levels.</p><p><strong>Hob Weapon Training:</strong> You have proficiency with glaives, long or short swords, and light or heavy crossbows. </p><p></p><p><strong>Bugbear </strong></p><p>The largest, though arguably most savage, of the goblin races are silent and deadly, preferring to attack by ambush and using their predatory cunning to terrorize easy prey and bully those physically weaker than themselves.</p><p>As a Bugbear, you gain the following traits in addition to the common goblin traits listed above:</p><p><strong>Abilities: </strong>Your Str. increases by 2.</p><p><strong>Size: </strong> Medium. Adult bugbears range from 6.5-7.5 feet. </p><p><strong>Trackless Stride:</strong> Your base movement rate is 40' and rolls to track your movements are made at disadvantage. </p><p><strong>Predator's Senses:</strong> You have proficiency in the Perception skill and roll with advantage. </p><p></p><p><strong>Redcap </strong></p><p>This goblin offshoot either originated or found its way to the Land of the Fae and have since become one of the innately magical creatures of that otherworldly place. They are known for wreaking havoc and misfortune wherever they appear. Their name stems from the folklore that Redcap Goblins are always found wearing a red hat or cap, flying into a panicky rage if it is taken from their heads. Legends state the cap's color comes from the goblin soaking it in the blood of their victims. Whether some unknown law of the Fae or other necessity, it seems to be true (as a pc your character must always wear a red head covering of some kind).</p><p>As a Redcap, you gain the following traits in addition to the common goblin traits listed above:</p><p><strong>Abilities: </strong> Your Cha. increases by 1</p><p><strong>Size: </strong> Small, as common goblins. </p><p><strong>Mask of the Wild:</strong> As the wood elf ability. </p><p><strong>Fae Ancestry:</strong> You have advantage on saves against being charmed and magic can't put you to sleep. </p><p><strong>Redcap Magic:</strong> You know the <em>Poison Spray</em> cantrip. When you reach 3rd level, you can cast<em> Faerie Fire</em> 1/day. When you reach 5th level, you can cast <em>Misty Step</em> 1/day. Charisma is your spellcasting ablity for these spells.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6435622, member: 92511"] [B][U]Goblin Traits[/U][/B] Your goblin character has abilities to thrive with cunning in a world that views them as anything from a pathetic nuisance to unnatural horror. [B]Abilities: [/B]+1 to Dex. +1 to Con. [B]Age: [/B]Goblins mature rapidly, by human standards, achieving adulthood in only 5 years. The goblin life cycle rarely exceed 50 years. [B]Alignment:[/B] Goblins abhor natural beauty, freedom, and above all individual happiness and good cheer. They value cruelty, cunning and trickery in general, things generally considered "ugly", "filth", or tainted by evil. Dominating those weaker than themselves or [better] overcoming and subjugating those more powerful is a near universal goblin ideal. As a society, they are stringent in their traditional goals to ruin the dwellers in light and the beautiful, subjugate, dominate and destroy. Goblins are, more often than not, lawful evil in alignment. [B]Size: [/B]Small. You range from 3.5-4.5 feet. While often matching a dwarf for height, their generally scrawny limbs and wiry frame do not warrant them being considered medium. [B]Speed:[/B] walking speed 30'. [B]Darkvision:[/B] 60'. [B]Sunlight Sensitivity:[/B] as the drow. [B]Shadow Stealth:[/B] Goblins can attempt to hide behind light cover or lightly obscured areas in any environment. They gain advantage for all Stealth [Dex] rolls in dim-light or darkness. [B]Goblin Guile:[/B] You have the wicked cunning of your species and can use it to good advantage. You have advantage on all Sleight of Hand [Dex] rolls. You can take one of the following as a bonus action:[I] Dash; Disengage;[/I] or an[I] Extra Attack[/I] with a small melee weapon (dagger, short sword, hand axe) already in hand. Once used, you can not take a Goblin Guile bonus action until after a short or long rest. [B]Subraces:[/B] Goblins are prolific and capable of eking out survival in just about any climate or terrain. There are many kinds of [B][I]common[/I][/B] goblins which may have superficial differences in appearance and culture, such as goblins with green, blue or grey skin, more advanced or primitive weaponry, coexisting with wickedly-disposed creatures to use as mounts, etc... These slightly different types of goblins are presumed to possess the racial attributes detailed above. Over time, other varieties of goblins have been specially bred, individually created, and/or evolved into creatures of significant differences. With your DM's approval, you may select one of these less common subraces, [I]uncommon [/I]and [I]rare[/I], respectively: the [I]Hob Goblin, Bugbear or Redcap.[/I] [B]Hob Goblin [/B][alternately spelled "Hobgoblin"] Larger, smarter and more militarily capable than the common goblin, Hobgoblins pose a more serious threat to the goodly peoples of the world. Their increased size and intelligence, warrior-driven society, and intense tribal loyalty make hobgoblins a preferred source of soldiers and guards for many a warlord or would-be conquerer. As a Hobgoblin, you gain the following traits in addition to the common goblin traits listed above: [B]Abilities: [/B]Your Str. increases by 1. [B]Size: [/B]Medium. You range from 5.5-6 feet. [B]Sunlight Tolerance:[/B] You do not possess the common goblin's Sunlight Sensitivity and are not debilitated by normal light levels. [B]Hob Weapon Training:[/B] You have proficiency with glaives, long or short swords, and light or heavy crossbows. [B]Bugbear [/B] The largest, though arguably most savage, of the goblin races are silent and deadly, preferring to attack by ambush and using their predatory cunning to terrorize easy prey and bully those physically weaker than themselves. As a Bugbear, you gain the following traits in addition to the common goblin traits listed above: [B]Abilities: [/B]Your Str. increases by 2. [B]Size: [/B] Medium. Adult bugbears range from 6.5-7.5 feet. [B]Trackless Stride:[/B] Your base movement rate is 40' and rolls to track your movements are made at disadvantage. [B]Predator's Senses:[/B] You have proficiency in the Perception skill and roll with advantage. [B]Redcap [/B] This goblin offshoot either originated or found its way to the Land of the Fae and have since become one of the innately magical creatures of that otherworldly place. They are known for wreaking havoc and misfortune wherever they appear. Their name stems from the folklore that Redcap Goblins are always found wearing a red hat or cap, flying into a panicky rage if it is taken from their heads. Legends state the cap's color comes from the goblin soaking it in the blood of their victims. Whether some unknown law of the Fae or other necessity, it seems to be true (as a pc your character must always wear a red head covering of some kind). As a Redcap, you gain the following traits in addition to the common goblin traits listed above: [B]Abilities: [/B] Your Cha. increases by 1 [B]Size: [/B] Small, as common goblins. [B]Mask of the Wild:[/B] As the wood elf ability. [B]Fae Ancestry:[/B] You have advantage on saves against being charmed and magic can't put you to sleep. [B]Redcap Magic:[/B] You know the [I]Poison Spray[/I] cantrip. When you reach 3rd level, you can cast[I] Faerie Fire[/I] 1/day. When you reach 5th level, you can cast [I]Misty Step[/I] 1/day. Charisma is your spellcasting ablity for these spells. [/QUOTE]
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