Wednesday 24 December 2014

D&D 5th Edition Goblinoid Player Races :REVISED:

Everybody knows them, everybody loves them! Your favorite goblinoids as player races, only here! Use them as a player, or create NPC-s for your games as you wish.




Goblin
Goblins are small, and weak, but they are aware of this. They work in great numbers, and with great numbers they can overcome any challenge

Goblin Traits

Ability score increase: Your Dexterity score increases by 2
Age: Goblins mature faster than most other races, and reach adult hood at the age of 12, and even if they survive their agressive way of life, they rarely live longer than 50 years
Alignment: Goblins by birth have a chaotic nature, and they are strongly inclined toward evil.
Size: Goblins are usually between 3 and 3-1/2 feet tall, and have a thin, frail build. Your size is Small
Speed: Goblins, despite their small size, are quick on their feet. Your base walking speed is 30 feet
Darkvision: Thanks to your goblinoid blood you have excellent vision in darkness. 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 grey.
Hide and Listen: You gain proficiency in the Stealth and Perception skills.
Rat keeper, Wolf rider: You have an affinity with rats and wolves. Every roll connected to these animals you roll with an advantage.
Pack Tactics: Goblins, like wolves fight in packs. Whenever there is at least two friendly creatures, who are not incapacitated within 5 feet of you, you gain advantage on attack rolls.
Languages: You can speak, read and write goblin and common

Hobgoblins
Hobgoblins are trained for war from the moment of birth. Even the weakest, least experienced hobgoblin is a weaponmaster compared to most people

Hobgoblin traits

Ability score increase: Your Constitution score increases by 2, and your Dexterity score increases by 1
Age: Hobgoblins mature a little faster than humans, reaching adulthood around age 14, they age noticeably faster and rarely live longer than 75 years.
Alignment: Hobgoblins are usually very strict and they prefer order over chaos, and have a natural inclination toward evil.
Size: Hobgoblins are a bit bulkier than humans, but not very much. Your size is medium
Speed: Your base walking speed is 30 feet
Darkvision: Thanks to your goblinoid blood you have excellent vision in darkness. 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 grey. 
Hobgoblin armor training: Hobgoblins are trained to wear armor since birth. You gain proficiency in light, medium armor and shields.
Hobgoblin weapon training: Hobgoblins learn to use a weapon before they learn to speak. You gain proficiency with any four weapons of your choice
Martial Advantage: You were trained for war in all your life. As a bonus action you can make a lesser strike against an opponent you hit with your attack. This attack deals d6 damage and you don't add your strength or dexterity modifier.
Languages: You can speak, read and write goblin and common


Bugbear
Bugbears are the largest, and most fierce of all goblinoids, but what truly makes them formidable foes is their ability to hide, and strike from the shadows.

Bugbear traits

Ability score increase: Your Strength score increases by 2, and your Dexterity score increases by 1
Age: Bugbears mature a little faster than humans, reaching adulthood around age 14, they age noticeably faster and rarely live longer than 75 years.
Alignment: Bugbears have strong inclinations towards chaos and evil.
Size: Bugbears are bigger and stronger than humans usually above 6 feet. Your size is medium
Speed: Your base walking speed is 30 feet
Darkvision: Thanks to your goblinoid blood you have excellent vision in darkness. 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 grey. 
Stalker:  Bugbears are excellent at hiding and following their prey despite their large and bulky size. You gain proficiency in the Stealth skill
Ambusher: You are an excellent ambusher, and you are able to strike with more strength and ferocity. When attacking from surprise, during the first round of combat, you deal an extra 1d10 damage and you double your Strength bonus
Strength of Hruggek: Your muscles are supernaturally strong, you roll all strength related ability checks and saving throws with an advantage
Languages: You can speak, read and write goblin and common



3 comments:

  1. I am by no means an expert on 5E D&D.

    Your orc seems balanced, and the goblinoid player races seemed a bit too powerful.

    The Goblins pack tactics seem a bit powerful (I would up it to two friendly, like they did with Pathfinder).

    Hobgoblins with the extra attack (attacking twice with a two-handed weapon every round . . . pehaps limit it to once per short rest after a roll of 16+, or a critical . . . or make it a natural attack like a kick, elbow-jab, or punch with the same/similar limitations two-weapon fighting has [no bonus damage from attriburte modifier]), and all martial weapons is a bit much (I would think 3-4 roman type phylanx weapons would do it).

    Bubear has ambusher, and this seems quite powerful. I need to read rogue again. A Bubear rogue with this would seem to be a nightmare. Perhaps being able to re-roll one damage die would do it.

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    Replies
    1. Well Goblins only get a total of +2 in ability score, so I thought they could use the buff, but 2 allies seems fair

      Hobgoblins get an extra attack, which is extremely powerful, but also, if they go fighter (which most hobgoblins would do) that's all they get.
      But I really like the idea of it being limited to a unarmed attack, or a somehow lesser strike. I might revise them. :) Thanks

      Bugbears supposed to be nightmares. Maybe not rerolling, but an extra damage dice? I will think about it.

      Thank you for your input :) This blog is mainly for you (the people) and I am eager to take suggestions :)

      Happy holidays

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  2. excellent. just having a look into 5th ed at moment to try and run a fantasy type game in an industrial/victorian age (sort of) setting, not wanting gnomes or halflings but felt goblins would be an interesting replacement and in the setting are likely to be the race the others look down at.
    couldnt figure out exactly how to make it work from scratch myself (not used to 5th ed enough to feel good enough to scratchbuild things yet)
    but your goblin rules I should be able to adapt to fit greatly! many thanks!

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