Ability Score Increase: Your Dexterity score increases by 2.
Age: Goblins mature faster than humans, reaching adulthood around age 10. A healthy Goblin can live to 50 or more, but rarely does.
Alignment: Goblins tend towards evil; they tend to be greedy, lazy, and selfish. They have no particular inclination towards following orders without a strong incentive to do so, but are happy for someone else to be responsible for hard decisions or dangerous tasks. As a result, they have little inclination towards either law or chaos and their most common alignment is Neutral Evil. Goblins that live among other races are capable of working within a system to get what they want, or ignore it entirely when it is convenient, tending more towards True Neutral or Chaotic Neutral.
Size: Goblins are between 3 and 4 feet tall and average about 35 pounds. Your size is Small.
Speed: You have a base walking speed of 30 feet.
Darkvision: Goblins commonly live underground, and even surface-dwelling Goblins tend to be more active at night, emerging to scavenge or raid and then laying low during daylight hours. You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Languages: You can speak, read, and write Common and Goblin, which uses a crude version of the Dwarvish alphabet. Goblin is rarely written down, except in the form of graffiti which Goblins use to mark their territory and mock their enemies.
Nimble Escape: Goblins favor hit and run tactics, which they use in groups to wear down their opponents while trying to remain out of range. When an opponent targets you with a melee attack and misses, you can take the Disengage action as a reaction to move away from your attacker.
Sneaky: You are proficient in Stealth.
Sniveling: Goblins are used to being treated with contempt by those stronger than they are, which is nearly everyone. The average goblin will shamelessly lie, boot-lick, grovel, and flatter to avoid being swatted down by a boss or foe. Their ancient enemies have long realized that goblins treat mercy as a weakness, but other races either haven't caught on or don't regard goblins as worth the trouble to kill. You have advantage on Charisma checks to avoid being blamed or punished for your actions by anyone other than a Dwarf or an Elf.
Opportunistic Eater: Goblins enthusiastically eat a wide variety of foods that more civilized races turn their noses up at; they also are accustomed to having to provide for themselves in a wide variety of situations. You have advantage on Wisdom (Survival) checks to forage for food, and can forage for food anywhere- including inside dungeons and cities. At the DM's option, the food that you find may not be fit for non-goblinoids to eat!
edit: Thanks to /r/DnD for feedback- I've made a couple adjustments for balance and simplicity that were suggested there and added the 'Sniveling' feature.
Showing posts with label PC race. Show all posts
Showing posts with label PC race. Show all posts
Monday, September 22, 2014
Thursday, September 27, 2012
Goblin PC Race for Myth & Magic
In keeping with my love of goblins as a PC race, I decided to put together some stats for Myth & Magic. I diverged a bit from the Goblin profile in the GM's guide in the interest of not gimping them too much as a PC- I intentionally wrote the rules for daylight sensitivity, for instance, so that GMs and players could decide whether to impose the penalty or not.
You can also check out my goblin PC rules for Advanced Edition Labyrinth Lord.
Goblin
Attributes & Speed: Goblins are small and dexterous. On the other hand, they are also weak and unpleasant. Goblins gain +2 to Dexterity, but suffer-1 to Strength and Charisma.
A goblin’s base movement speed is 20 feet.
Weapons & Armor: Goblins can use any weapon allowed by their class. Weapons used by a goblin are considered one size smaller and deal one less die category of damage.
Goblin Senses: Goblins see up to 60’ in total darkness. In low-light or shadowy light, they see twice as far as a human. Goblins not adapted to life on the surface are sensitive to light, and suffer a -1 penalty to AC and all d20 rolls in light equal to daylight.
Languages: PC goblins begin play speaking Goblin and Common. They may also learn to speak Hobgoblin, Orc, Kobold, and Giant.
Heritage Proficiency: All Goblins receive Basic proficiency in Stealth.
Protection from Disease: Goblins often dwell in filthy conditions, and over the years this has rendered them resistant to most common illnesses. Goblins receive a +2 bonus to their Fortitude save to resist contracting or suffering the effects of any non-magical disease.
Opportunistic Digestion: Goblins are accustomed to scavenging for food. At the GM’s discretion, Goblins can locate food in environments that wouldn’t usually feed a human, such as in natural underground caverns, sewers, or urban environments where hunting and gathering is normally impossible. Using this ability may still require a successful Wisdom/Wilderness Survival check, and does not extend to finding food in totally inhospitable environments like deserts, open ocean, or glaciers.
Dirty Fighter: Goblins don’t understand the meaning- or the point- of a fair fight. PC Goblins of any class automatically gain the Dirty Fighting Talent.
Classes: Goblins are typically Thieves, Fighters, or Clerics.
Height and Weight: Goblins stand between 3 and 4 feet tall, with the average falling somewhere around 44” in height. They tend to be quite thin for their height, averaging perhaps 50 lbs.
You can also check out my goblin PC rules for Advanced Edition Labyrinth Lord.
Goblin
Attributes & Speed: Goblins are small and dexterous. On the other hand, they are also weak and unpleasant. Goblins gain +2 to Dexterity, but suffer-1 to Strength and Charisma.
A goblin’s base movement speed is 20 feet.
Weapons & Armor: Goblins can use any weapon allowed by their class. Weapons used by a goblin are considered one size smaller and deal one less die category of damage.
Goblin Senses: Goblins see up to 60’ in total darkness. In low-light or shadowy light, they see twice as far as a human. Goblins not adapted to life on the surface are sensitive to light, and suffer a -1 penalty to AC and all d20 rolls in light equal to daylight.
Languages: PC goblins begin play speaking Goblin and Common. They may also learn to speak Hobgoblin, Orc, Kobold, and Giant.
Heritage Proficiency: All Goblins receive Basic proficiency in Stealth.
Protection from Disease: Goblins often dwell in filthy conditions, and over the years this has rendered them resistant to most common illnesses. Goblins receive a +2 bonus to their Fortitude save to resist contracting or suffering the effects of any non-magical disease.
Opportunistic Digestion: Goblins are accustomed to scavenging for food. At the GM’s discretion, Goblins can locate food in environments that wouldn’t usually feed a human, such as in natural underground caverns, sewers, or urban environments where hunting and gathering is normally impossible. Using this ability may still require a successful Wisdom/Wilderness Survival check, and does not extend to finding food in totally inhospitable environments like deserts, open ocean, or glaciers.
Dirty Fighter: Goblins don’t understand the meaning- or the point- of a fair fight. PC Goblins of any class automatically gain the Dirty Fighting Talent.
Classes: Goblins are typically Thieves, Fighters, or Clerics.
Height and Weight: Goblins stand between 3 and 4 feet tall, with the average falling somewhere around 44” in height. They tend to be quite thin for their height, averaging perhaps 50 lbs.
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