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Clan Kapásból

Goblin's of the Tinker's Mark

 

Clan Kapásból

Back in the most ancient of goblin history, there was a heroic and stupid goblin that rode against the Storm Giant Grunder with other mortals in order to put an end to the Immortal War. His name was Granash or Granny Kapásból. On the side of the victors, Granny received from Grunder the Tinker's Mark or the Mark of Tinkering as it's known in this age. Soon after he parented his own glan, that bears his name and revere's the patron known now as "Gran-Gran".   Leader Granks, the Three-Fingered     Headquarters: Tuttuut, Quinni   If you need something inventive and untested, then Clan Kapásból is who you talk to. The Goblins of the clan are masters at tinkering, or in their words, improving upon items they find that already exist. From making bone lockpicks to nigh-inescapable bonds, the goblins know how to make it with almost an innate sense of engineering unexpected by their foolish demeanor. But surprisingly, it's not their capriciousness with engineering that sustains the clan, it's their abilities as nimble negotiators and traders, and a strong alliance with House Lyrandar in order to make trades happen. Any trader of the QAC probably comes from Tuttuut and Kapásból.   With their alliance wth Lyrandar and trade winds being kind, Kapásból has become the regent clan of the goblins in what was Lorica. Dominating governance through secondaries that are more... temperamentally inclined to the bureaucracy, Loricanium has slowly loosened its grip on the Quuinni peninsula, allowing the QAC to become the de facto government, and a vassal state. The primary unrest for the Kapasbol has become the Halflings of Nyiora, whom have rebuffed colonization of their spheres of influence outside of the QAC controlled Zakiget and Hosszú in the seas between Kokintras and Rubras. The Kapásból need the large pepper plantations under control, but the Halflings of Nyiora have taken exception to the QAC claiming the islands, and are fighting back hard.

Mark of Tinkering Goblin

Ability Score Increase +2 Dexterity, +1 Constitution, Darkvision, Fury of the Small, Nimble Escape
Size 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.   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.   Nimble Escape
You can take the Disengage or Hide action as a bonus action on each of your turns.   Tool Proficiency
You gain proficiency with the tinker's tools.   This happened that one time...
When you make an ability check using tinker's tools, you can roll a d4 and add the number rolled to the ability check.   Spears and Pits!
Once per long rest you may cast Gran-Gran's Hidden Trap, which is a variant of Leomund's Tiny Hut. Instead of a 10ft radius of force being cast around and above you, it is around and below you, but appears to be solid ground. It is low-friction and requires a DC 15 Dexterity(acrobatics) or a Strength (Athletics) to escape from Gran-Gran's Hidden Trap. It is a DC 25 perception check to notice the tell-tale signs of Gran-Gran's Hidden Trap and avoid falling into the pit.   Spells of the Mark
If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Warding Spells table are added to the spell list of your spellcasting class.   Spell Level Spells
Spell Level Spells
1st Mending, mage hand
2nd arcane lock, knock
3rd remove curse, nondetection
4th Otiluke’s Resilient Sphere, Mordenkainen’s faithful hound
5th Transmute Rock

 

Languages. You can speak, read, and write Common and Goblin.


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