Blue Goblin
Blues are a subrace of goblins with an innate knack for psionics. Their bluish skin sets them apart from other goblins immediately—which often makes them a target not just of goblin enemies but also of other goblins. Enlightened goblin communities attempt to preserve their blues, since those that survive to adulthood augment the tribe.
Ability Score Increases
Your Intelligence score increases by 2, and either your Constitution or Dexterity score increases by 1.
Age
Blues reach adulthood at age 8 and live up to 60 years.
Alignment
Blues tend to have a self-discipline found lacking in typical goblins and are generally lawful. Some react to the bullying they often undergo to become withdrawn and sullen, while others are driven to compassion for those in similar situations.
Size
Blues are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.
Speed
Your base walking speed is 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.
Calculating Mind
When you make an attack roll, ability check, or saving throw using Intelligence, you can roll again and take the higher result. You can use this trait after you see the result of the roll, but before you know if it's a success or failure. You can use this trait a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.
Psionic Power
Blues possess innate psionic spellcasting capabilities. Choose what type of powers you have from the list below. Intelligence is your spellcasting ability for them. These spells don't need verbal, somatic or material components.
Fearmonger. These blues quickly turn the tables on anyone harassing them.
You know the Enemies cantrip. Once you reach 3rd level, you can cast the Cause Fear spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Phantasmal Force spell once. You must finish a long rest to cast these spells again with this trait.
Influencer. These blues often rise to the top of their tribes.
You know the Friends cantrip. Once you reach 3rd level, you can cast the Charm Person spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Suggestion spell once. You must finish a long rest to cast these spells again with this trait.
Maddened. The minds of some blues wander in dark places.
You know the Vicious Mockery cantrip. Once you reach 3rd level, you can cast the Dissonant Whispers spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Crown of Madness spell once. You must finish a long rest to cast these spells again with this trait.
Somatist. These blues are believed to be wonderworkers, possessing the power to bolster creatures' wills to make them overcome pain and even death.
You know the Spare the Dying cantrip. Once you reach 3rd level, you can cast the False Life spell once as a 2nd-level spell and can target another creature with it. Once you reach 5th level, you can also cast the Lesser Restoration spell once. You must finish a long rest to cast these spells again with this trait.
Telekinetist. These blues are often pressured into using their powers for entertainment of the tribe.
You know the Mage Hand cantrip. Once you reach 3rd level, you can cast the Catapult spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Levitate spell once. You must finish a long rest to cast these spells again with this trait.
Telepath. These blues are often pressed into service as scouts.
You know the Message cantrip. Once you reach 3rd level, you can cast the Missive spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Greater Missive spell once. You must finish a long rest to cast these spells again with this trait.
Languages
You can speak, read, and write Common and Goblin.
Racial Feats
Brilliant Mind
Prerequisite: Blue
Your Intellligence score increases by 1, up to a maximum of 20, and your Calculating Mind trait can be reused after a short rest.
Flexible Psionics
Prerequisite: Blue
Your Intellligence score increases by 1, up to a maximum of 20, and whenever you finish a long rest, you can choose to switch what type of psionic power you possess.
New Spells
Enemies
Enchantment Cantrip
- Casting Time: 1 action
- Range: Self
- Components: V (a swear word)
- Duration: Concentration, up 1 minute
For the duration, you have advantage on all Intimidation checks directed at one creature of your choice.
A Bard, Sorcerer, Warlock, Wizard Spell
Missive
1st Level Evocation
- Casting Time: 1 action
- Range: 10 miles
- Components: V, S, M (A short piece of fine copper wire)
- Duration: 1 round
You send a short message of twenty-five words or less to a creature within range with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. If you do not share a common language, the subject and you “hear” meaningless mental syllables.
A Bard, Sorcerer, Wizard Spell
Greater Missive
2nd Level Evocation
- Casting Time: 1 action
- Range: Varies
- Components: V, S, M (A short piece of fine copper wire)
- Duration: 1 round
This spell has two possible uses.
Area Missive. You send a short message of twenty-five words or less to all creatures in a location with which you are familiar (which can be up to 100 square feet) within 10 miles. They hear the message in their minds, and recognize you as the sender if they know you. If you do not share a common language, the subjects “hear” meaningless mental syllables.
Mass Missive. You send a short message of twenty-five words or less to all creatures within 500 feet. They hear the message in their minds, and recognize you as the sender if they know you. If you do not share a common language, the subjects “hear” meaningless mental syllables.
A Bard, Sorcerer, Wizard Spell
Art Credit
L. Grant-West, church_of_robot