Goblin
Whether sniveling in fear, cackling with mad laughter, or snarling in a fury, goblins are wretched and inconsequential—at least in the eyes of most common folk. In their own minds, though, they are content to lurk in the shadows only until they fully come into their own and receive the recognition they believe they deserve. They are entitled to some credit for their tenacity, agility, crafty ingenuity, and dumb luck, all of which has enabled them to survive in a world overrun with creatures larger and more powerful than they are.
Small and Wiry
Standing around 3 feet tall and covered in warty green or yellow skin, goblins have huge noses and ears. Their wiry bodies are surprisingly strong, and their mouths are full of sharp, crooked teeth.
Most goblins are bald, either by heredity or by choice, but a few boast shocks of red or black hair. Their arms and legs are elongated in proportion to their small bodies, and their fingers and toes are also long and slender. Many goblins prefer to go unshod to leave their toes exposed for climbing.
Unfettered Emotion
Sometimes driven by wild mood swings, goblins have an inclination toward destruction, which can take a playful form but is often anything but. Some goblins clobber things, others like to light them on fire, and many love to blow things up.
Goblins have an outrageous sense of humor, usually expressed through mischievous pranks. The malicious among them find pleasure in the misfortune of others and tend to cackle maniacally whenever they're amused. They can act with apparent randomness, sometimes just to confuse and befuddle others.
Goblin Names
The Goblin language is fond of certain sounds, and goblin names tend to repeat those sounds to form what can sound like nonsense words. A goblin's name gives no indication of gender.
Goblin Names: Azzinax, Babolax, Blixanix, Crixizix, Dazzaz, Estrix, Finizix, Juzba, Kaluzax, Lyzaxa, Mizzix, Myznar, Nixispix, Paxizaz, Ravixiz, Stixil, Sunnix, Tozinox, Uxivozi, Vazozav, Wexiny, Zizzix
Goblin Traits
Goblins differ wildly among each other, but most share the following traits.
Ability Score Increase. Your Dexterity score increases by 1.
Age. Goblins reach adulthood around age 8. They age noticeably faster than humans, and though few goblins live to old age, the most cautious rarely live longer than 60 years.
Alignment. Most of the goblins are chaotic, with no inclination toward good or evil.
Size. Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.
Speed. You have a walking speed of 30 feet.
Darkvision. 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.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Languages. You can speak, read, and write Common and Goblin.
Subraces
Cavern Goblin
The most common type of goblin, cavern goblins are usually met in caves and around cities and villages.
Ability Score Increase. Your Dexterity and Constitution score each increase by 1.
Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.
Nilbog
When a goblin is treated extremely harshly, the unnamed goblin god of trickery sends a spirit to possess and imbue it with power.
Ability Score Increase. Your Charisma score increases by 1.
Reversal of Fortune. When you take damage, you can use your reaction to reduce the attack's damage to 0 and regain 1d6 hit points. You can use this feature a number of times equal to your Proficiency bonus and must finish a long rest before you can do so again.
Undead Nature. Spells and effects that restore hitpoints have no effect on you if they state they have no effect on undead.
Koalinth
Koalinths are goblins adapted to an aquatic environment. Their coloration is generally lighter, and their skin tone is of a blue or green hue.
Ability Score Increase. Your Strength score increases by 2.
Amphibious. You can breathe air and water.
Brine Lurker. You have advantage on Dexterity (Stealth) checks made while submerged in water.
Swim Speed. You have a swimming speed of 30 feet.
Verdan
Verdan are a subrace of goblins whose physicality changes drastically over the course of their lifetime. They have pointed ears and usually green skin, but otherwise can vary wildly.
Ability Score Increase. One ability score of your choice increases by 1. Whenever you gain a level, you can choose to lose this benefit and increase a different ability score of your choice by 1.
Ever-changing body. After you finish a long rest, roll a d6. Your body changes over the course of the day, according to the Ever-changing body table below. Additionally, if your height grows above 4'5'', your size changes to Medium. These changes are permanent.
Helpful mutations. After you finish a long rest, roll a d8. Your body changes over the course of the day, according to the Helpful mutations table below. You can have up to 2 Helpful Mutations at a time.
d6 | Ever-changing body |
---|---|
1 | Your skin tone becomes brighter or darker |
2 | You grow one foot taller or shorter (minimum 2'5'' and maximum 6'2'') |
3 | Your sex changes |
4 | Your hair change color |
5 | Your eyes change color |
6 | Roll 2d6 and choose one of the d6s |
d8 | Helpful Mutations |
---|---|
1 | Amphibious. You can breathe air and water. |
2 | Natural Weapon. You grow a natural weapon of your choice. This natural weapon uses a d6 for its damage die. |
3 | Superior Darkvision. You can see normally in dim light and darkness within 60 feet of you. |
4 | Powerful Legs. Your walking speed increases by 5 feet. |
5 | Powerful Hands. You gain a climbing speed equal to your walking speed. |
6 | Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. |
7 | Thickened Skin. You gain resistance to one type of damage of your choice. This damage type can not be bludgeoning, piercing or slashing. |
8 | Roll 2d8 and choose one of the d8s |
Homebrew by u/AevilokE