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alaraes:chapter_1:goblin

Goblin

In ancient times, Goblins were considered mindless monsters who were more a nuisance than a real threat, unless present in numbers. Today, goblins have formed a large independent city state, having wrested it from the elves of Malduin in the Goblin War of Independence a couple centuries ago. Goblins face strong prejudice, some earned, some not, and have to work hard as a society to be seen as a legitimate civilized culture and productive members of society. This work can be easily undone when some older traditions are observed in the presence of others.

A Grudging Respect

It was two hundred years ago during the Goblin Wars, also known as the War of Goblin Independence, where their true might was finally recognized by the other civilized peoples of Alaraes. During this war the goblin clans banded together to claim a territory of their own, to be free of the systemic persecution and death forced on them. The goblin empire successfully overthrew the independent city state of Malduin, a former elven city by an ancient verdant forest in Suidad. Today, trade flourishes between Malduin and the other free cities in the region.

A Fledgling Society

Goblins are some of the world’s preeminent adventures, explorers, and respected tacticians. Older elves and dwarfs still despise goblins, as they lived through the Goblin Wars and remember the atrocities that were committed by both sides. Goblins still fight against most of the social stigma that lingers from their past, and are often held to a higher standard than other races would be.

Goblin Traits

Ability Score Increase. Your Dexterity score increases by 2.
Age. Goblins reach physical maturity at the age of 6, mental maturity at the age of 7, and live upwards of 50 very rarely.
Alignment. Because of their monstrous ancestry, goblins lean heavily into the chaotic spectrum.
Darkvision. Accustomed to life hiding in caves and living under the cover of night, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you 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.
Pack Tactics. As long as you have a humanoid ally within 5 feet of you and you are wielding a shield you may, as a bonus action, grant your ally your shield bonus to their Armor Class until the end of your next turn. While doing this, you lose the shield bonus to your Armor Class.
Languages. You can speak, read, and write Common and Goblin.

Green Goblin

Green goblins make up the bulk of goblinoid society, and have a variety of vocations. Their small dexterous fingers make them surprisingly good at lacework and woodcarving. They also are very hardy, making them excellent for hard labor vocations like mining, adventuring, and guard work.

Ability Score Increase. Your Constitution score increases by 1.
Size. You stand between 3 ½ and 4 feet tall and have a very slight frame. Your size is small.
Speed. You base walking speed is 25 feet.
Nimble Toes. You have advantage on dexterity saving throws.
Sneaky Snot. You have advantage on Dexterity (stealth) checks made to hide and Dexterity (sleight of hand) when trying to pick someone’s pocket.

Yellow Goblin

Green goblins that with to pursue a scholarly lifestyle must mentor under a master of the craft before eventually taking on the Ritual of Intellect, a magical test of mental prowess and learned skills. This ritual changes an ordinary goblin physically and mentally, making them grow taller and losing their green hue in favor of a milder yellow one. Highly respected among the goblin community, yellow goblins are the doctors, scholars, and diplomats of goblin society. Only one in ten goblins that attempt the Ritual of Intellect live through the agonizing trial. As such they are considered a rare sight for most.

Ability Score Increase. Your Charisma score increases by 1.
Size. You are slight of frame, but are somewhere between 4 and 6 feet tall. Your size is medium.
Speed. You base walking speed is 30 feet.
Learned Scholar. You gain proficiency in two Intelligence skills of your choice.
Social chameleon. You have advantage on persuasion checks when ingratiating yourself to non-goblin races so long as they are not elves or dwarves.
Additional language. You are proficient in one additional language of your choice.

Red Goblin

Green goblins which have proven themselves in combat or are vouched for by another red goblin may attempt the Ritual of Strength, a magical test of physical prowess and combat skills. This ritual changes an ordinary goblin physically and mentally, making them grow taller and losing their green hue in favor of a dull red one. Red goblins are the giant lumbering warrior caste of goblin society, and the first to be called in case of an emergency or when something violent needs doing. They enjoy a position of prominence and prestige among their peers.

Ability Score Increase. Your Strength score increases by 2, and your Intelligence score decreases by 1.
Size. You stand between 5 and 7 feet tall, with a heavily muscled build. Your size is large.
Speed. Due to your large size, heavy muscle, and dense bone structure, your base walking speed is 25 feet.
Sturdy Build. You gain 2 extra hit points per level.
Wild Strength. You have advantage on Strength saving throws and Strength (athletics) checks.

alaraes/chapter_1/goblin.txt · Last modified: 2020/09/09 04:24 by 127.0.0.1