Half-Goblin (5e Race)

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Physical Description[edit]

Half-goblins are small and can be easily mistaken for humans or tall goblins. This leads many to think that half-goblins are actually goblin bosses.



Half-goblins live with humans and are considered humans by most societies. Half-goblins are most often raised by their human counterparts. If a goblin mother is found to have birthed a half-goblin, she is most often sent to find the father and is supposed to give the baby to him. In some situations, the baby and the mother are simply sacrificed. Despite this, many half-goblins are taught Goblin and often become ambassadors as adults. In this job they mostly go from goblin communities to human communities trying to keep the peace if there is tension between the two.

Half-goblin Names[edit]

Half-goblins often times take on human names but in rare cases they take on goblin names.

Half-Goblin Traits[edit]

A nimble combination of a humanoid race and goblin.
Ability Score Increase. Your Dexterity score increases by 2
Age. Half goblins mature around 18 and can live to be 60-70
Alignment. Half-goblins will take on any alignment but are most often chaotic.
Size. Medium
Speed. Your base walking speed is 30 feet.
Nimble escape. You may take the disengage action or hide action as a bonus action on each of your turns
Above average skill. You get one feat and one proficiency in any tool
Languages. Human, Goblin


Ability Score Increase. Constitution +1
Alignment. Evil of any kind tending towards lawful evil.
Saving Face. Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.
Adulthood. Half-Hobgolin's mature at age 12.


Ability Score Increase. Strength +1
Alignment. Being half goblin and half orc they are quit chaotic in nature, and if they aren’t evil, they tend to not be good either and lean more towards neutral or evil either way… but are mostly chaotic in nature.
Adulthood. Half-Orcs mature at age 10
Relentless Endurance. When you are reduced to 0 hit points but not killed outright. you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Additional Languages. Orc


Ability Score Increase. Charisma +1
Alignment. Tend towards chaotic, most preferably prefers evil, but can be any alignments, though never lawful.
Adulthood. Half-Tieflings mature at age 12.
Infernal Legacy. You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.
Additional Languages. Infernal


Ability Score Increase. +1 to two abilities of your choice aside from Dexterity.
Alignment. Any
Adulthood. Half-Humans mature at age 12
Additional Languages. One other language.

Random Height and Weight[edit]

4′ 0″ +1d12 50 lb. × (1d20) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

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