Goblin
Goblins, contrary to popular belief, would much prefer to avoid the "big people" than raid and steal from them. However, their small villages tend to be shunned, attack, and slaughtered, and they will do what they must to survive. However, when united with other goblinoids, they become a far more dangerous force, able to conquer and create small kingdoms of their own.
Long before the god Maglubiyet conquered them, early goblins served in the court of the Queen of Air and Darkness, one of the Feywild's Archfey. Goblins thrived in her dangerous domain thanks to a special boon from her - a supernatural knack for finding the weak spots in foes larger than themselves and for getting out of trouble. Goblins brought this fey boon with them to The Overworld, even if they don't remember the Fey realm they inhabited before Maglubiyet's rise. Now many goblins pursue their own destinies, escaping the plots of both archfey and gods.
- Creature Type: You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid.
- Size: You are Small.
- Speed: Your 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 discern colors in that darkness only as shades of gray.
- Fey Ancestry: You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
- 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 proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.
- Nimble Escape: You can take the Disengage or Hide action as a bonus action on each of your turns.
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