Goblin, 2nd Variant (5e Race Variant)
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Goblins of Eberron[edit]
Many view goblins as cowardly backstabbers and bottom feeders living in the lower reaches of cities, not worthy of notice or acknowledgement. The fact of the matter is, the goblins of Eberron are quite different and noticeably diverse. Some goblins living in cities get along as second-class citizens, but many others have callings as spies and scouts in military divisions, mercenary companies, and even secret societies.
Small and Squat[edit]
Goblin by aaronflorento |
Goblins are small creatures, smaller than even halflings, standing between 3'2” and 3'4”. Most goblins weigh about 25-30 lbs., making them lithe and wiry in build. Goblins have large, pointed, cup-like ears that are shaped like those of an elf, but webbed and slightly smaller. Goblin ears are very mobile, moving them according to their mood and mindset. Upturned ears are a common sign of alertness, while ears that are down often mean concentration or sadness. This makes reading the emotional range of goblins complex.
Goblin skin is common of a light green or orange hues, with little variations. They have slightly elongated skulls with sharp teeth. This gives them a gruff look, but not an unwelcome one.
At Home in Rock[edit]
Goblins are people that prefer dark places. Many of them were born in mountains, and they find the most comfortable living in caves. Caves, for goblins, are durable and hold up well against attack, giving them a strong means of defense. It is common for goblins to use their small size to their advantage. Though this leads people towards cowardice, goblins are pragmatic enough to realize front-line combat is a stupid endeavour, so they need every advantage they can get.
Though they get annoyed by stereotypes, goblins actually have thick skins and care little for others' opinions. They live their lives how they wish, and the stereotypes put on them are just a way for people to give hate to their fear. They waste no time on such people. By that same token, they rarely form opinions about people they know until they spend a lot of time with them, learning as much as possible. They are not casual with the word “friend”, but their definition of such a word is often crude and difficult for non-goblinoids to understand.
Goblins in cities, though thick-skinned, are often shy and reserved. They go about their lives with little notice and try to remain concealed. Goblins of the khesh'dar (Silent Folk) are more confident and assertive in their dealings with others, as a display of their power in their own right.
Duty and Honor[edit]
Even goblins that have spent time among humans and other races know the concept of muut and atcha, which are best translated as "duty” and “honor”. However, even this is inaccurate, as muut is honor, as well, but more appropriately means honor gained by following one's duty. Atcha is honor earned in goblinoids through achievements of great deeds and glorious battles. This extends to spies and assassins, common functions of the shaarat'khesh (“silent blades”), and scouts, the muut of the taarka'khesh (“silent wolves”). All adventuring goblins see these concepts in everyday life, and in adventure, the draw of muut and atcha drives them for greater things.
Goblin Names[edit]
Goblins use names of two or three syllables that places heavy emphasis on multiple vowel sounds.
Male: Chetiin, Keevan, Fooraak, Vuus
Female: Vuura, Ciisa, Jaaraas
Goblin Traits[edit]
A race that has started to carve out its own culture once more in a world where they were left behind, the goblins of Eberron hold to ancient traditions of duty and honor.
Ability Score Increase. Your Dexterity score increases by 2.
Age. Goblins mature at the same rate as humans and live just as long, but the rugged, violent lives they live often mean they will not see a ripe old age.
Alignment. Goblins are not privy to moral paradigms, so they will commonly be of neutral alignment. Most goblins who are part of a major clan will be lawful, but those raised as slaves, part of a tribe, or within cities will be chaotic.
Size. Goblins are wiry, but stand between 3'2” and 3'4” and weigh around 30 lbs. Your size is Small.
Speed. Your base walking speed is 30 feet.
Darkvision. Life in the mountains adapted you for dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and darkness as if it were dim light. You can't discern color in darkness, only shades of grey.
Fury of the Small. You gain a +1 bonus to damage rolls against enemies at least one size category larger than you.
Nimble Escape. You can take the Hide or Disengage actions as a bonus action.
Languages. You can speak, read, and write Common and Goblin.
Subrace. Goblins make up those who dwell in cities, or those who belong to one of the Silent Folk, the taarka'khesh and the shaarat'khesh. Choose one of these subraces.
City Goblin[edit]
Goblins that dwell in the cities of Eberron make lives oftentimes as citizens in the lower reaches of cities. Their natural affinity for darker environs makes them feels unwelcome in more affluent areas, such as Skyway, and even the upper towers of Sharn. Such goblin get on as second-class citizens, working along the docks to make a living. However, such lives do toughen them up physically, and they have been known to eat less than savory foods.
Ability Score Increase. Your Constitution score increases by 1.
Strong Stomach. You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
Silent Wolf (taarka'khesh)[edit]
The Silent Wolves make up the finest military scouts in Darguun. Their skill at scouting territory, gathering reconnaissance, and slipping through and back behind enemy lines are among the best in Khorvaire. They have trained themselves to be as observant as possible, and they are always on alert. The Silent Wolves operate in a mercenary capacity, selling their services to those who can afford it. This includes even non-goblins, but such people have more difficulty procuring their skills.
Ability Score Increase. Your Wisdom score increases by 1.
Expert Scout. You have advantage on Intelligence (Investigation) checks made to find traps.
Silent Blade (shaarat'khesh)[edit]
Where the Silent Wolves are scouts, the Silent Blades are the foremost spies and assassins among the khesh'dar. To infiltrate strongholds and keeps were the primary skills of the Silent Blades. Many goblins born or trained into the Silent Blades work to become living weapons, deadly forces to be feared and reckoned with. Like the Silent Wolves, the Silent Blades sell their services to those who can afford it, and it is expected a Silent Blade who meet a brother or sister in arms at crossed purposes will fight to the death if this were to occur.
Ability Score Increase. Your Charisma score increases by 1.
Silent. You are proficient in the Stealth skill.
Random Height and Weight[edit]
Base Height | Height Modifier | Base Weight | Weight Modifier |
---|---|---|---|
2′ 8″ | +2d4 | 24 lb. | +1d6. |
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