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"This creature stands barely three feet tall, its scrawny, humanoid body dwarfed by its wide, ungainly head."

Goblins are a race of childlike creatures with a destructive and voracious nature that makes them almost universally despised. Weak and cowardly, goblins are frequently manipulated or enslaved by stronger creatures that need destructive, disposable foot soldiers. Those goblins that rely on their own wits to survive live on the fringes of society and feed on refuse and the weaker members of more civilized races. Most other races view them as virulent parasites that have proved impossible to exterminate.

Goblins can eat nearly anything, but prefer a diet of meat and consider the flesh of humans and gnomes a rare and difficult-to-obtain delicacy. While they fear the bigger races, goblins' short memories and bottomless appetites mean they frequently go to war or execute raids against other races to sate their pernicious urges and fill their vast larders.

Goblins don’t have to be evil maniacs—just because most of them are doesn’t mean your character is. In fact, playing a non-evil or even a good-aligned goblin can present some enjoyable and interesting roleplaying challenges. If you want to play a goblin because you’re eager to explore these challenges, or because you like playing strange characters against their stereotypes, or because you enjoy playing “monsters with hearts of gold,” then you’re on the right track for most campaigns.

Goblin TraitsEdit

Ability Score Increase. Your Dexterity score increases by 2.
Age. Goblins mature at nearly twice the rate humans do. A goblin of  even 10 years old could be considered an adult. Goblins tend to live fairly short lives, even the lucky survivors rarely make it into a fifth decade.
Alignment. Most Goblins tend towards Neutral Evil. Their general behavior includes some very chaotic elements, but is balanced by their loyalty to their group and putting the needs of the tribe above their own. And yet, their desperate struggle for survival means that there is nearly no limit to the evils they are likely to exercise upon those outside their tribe.
Size. The average goblin is about 3 and a half feet tall and they weigh in at about 45 pounds. Your size is Small.
Speed. Your base walking speed is 30 feet. You are a bit faster than other small humanoids.
Darkvision. You have superior vision in dark and dim conditions. 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.
Nimble Step. Opportunity attacks made agains you are made with disadvantage.
Languages.
You can speak, read, and write Common and Goblin.
Subrace.
The two subraces that live on the surface, forest and hill, are more like two broad categories separated by both environment and culture, though some tribes are a mix of the two.

Physical DescriptionEdit

Goblins are short, ugly humanoirs that stand just over 3 feet tall. Their scrawny bodies are topped with over-sized and usually hairless heads with massive ears and beady red or occasionally yellow eyes. Goblins' skin tone varies based on the surrounding environment; common skin tones include green, gray, and blue, though black and even pale white goblins have been sighted. Their voracious appetites are served well by their huge mouths filled with jagged teeth.

SocietyEdit

Violent but fecund, goblins exist in primitive tribal structures with constant shifts in power. Rarely able to sustain their own needs through farming or hunting and gathering, goblin tribes live where food is abundant or near places that they can steal it from. Since they are incapable of building significant fortifications and have been driven out of most easily accessible locations, goblins tend to live in unpleasant and remote locations, and their poor building and planning skills ensure that they dwell primarily in crude caves, ramshackle villages, and abandoned structures. Few goblins are good with tools or skilled at farming, and the rare items of any value that they possess are usually cast-off implements from humans or other civilized cultures. Goblins' appetites and poor planning lead to small tribes dominated by the strongest warriors. Even the hardiest goblin leaders quickly find out that their survival depends on conducting frequent raids to secure sources of food and kill off the more aggressive youth of the tribe. Both goblin men and women are ugly and vicious, and both sexes are just as likely to rise to positions of power in a tribe. goblin babies are almost completely self-sufficient not long after birth, and such infants are treated almost like pets. Many tribes raise their children communally in cages or pens where adults can largely ignore them. Mortality is high among young goblins, and when the adults fail to feed them or food runs low, youths learn at an early age that cannibalism is sometimes the best means of survival in a goblin tribe.

RelationsEdit

Goblins tend to view other beings as sources of food, which makes for poor relations with most civilized races. Goblins often survive on the fringes of human civilization, preying on weak or lost travelers and occasionally raiding small settlements to fuel their voracious appetites. They have a special animosity toward gnomes, and celebrate the capturing or killing of such victims with a feast. Of the most common races, half-orcs are the most tolerant of goblins, sharing a similar ancestry and experiencing the same hatred within many societies. Goblins are mostly unaware of half-orcs sympathy, however, and avoid them because they are larger, meaner, and less flavorful than other humanoids.

Goblin NamesEdit

Goblin names are given at birth and, since Goblins are often born in litters of 3-5, all Goblins born together are usually given similar names. While Goblins try to put a creative flare on the names they give their children, there are so many Goblins born that it is inevitable that there are many with the same names.
Instead of having family names, Goblins are often named after their tribes. The tribe names are often long consisting of multiple Goblin words strung together, because of this goblins tend to only use their given name and then try to earn a title or nickname and start using it instead of their tribe name.

Male Names: Avcı, Azıdis , Bana, Buyuk, Drek, Geko, Gemble, Gizlilik, Guc, Hancer, Jazz, Kan, Kurnaz, Ledak, Mildo, Mızrak, Nos, Ragnuk, Ruya, Tak, Xotz, Yigitlik, Yıldız, Zafer, Zorbin, Zust

Female Names: Asuk, Ayuh, Bahar, Bebek, Bizou, Buyu, Cicek, Civciv, Gercek, Gezgin, Gunduz, Huzur, Isık, Izzy, Kar, Kiraz, Kıs, Lenme, Menekse, Ota, Ruh, Ruzgar, Seftali, Sonbahar, Umut, Yaz, Zambak

Tribe Names: Arankhuisoyeo, Bodintuner, Dogshinkhusuryn, Gashunzagas, Guivjdaivsan, Idegchnibiyema, Kharchikhni, Khuchteibulan, Naidvarjad, Sarnynud, Shonintsereg, Tsustkhutga, Ulanbukh

Forest GoblinsEdit

As a forest goblin, you are at home in the deep woods, whether they be a temperate forest, a sweltering jungle or a dank swamp. Although primitive, you can survive among the many larger and more menacing creatures by your unique kinship with the beasts that also call these places home.
Forest goblins tend towards greener skin and larger ears and noses. They tend to have thin, scraggly black hair and many tribal tattoos. They are usually dressed in the hides of animals that served as previous meals and might wear bones as jewelry. Forest goblins are particularly famous for their fearsome wolf riders and their powerful shamans and druids.

Ability Score Adjustment: Your Wisdom score is increased by 1.
Animal Kinship: You can use Wisdom (Animal Handling) on wild animals as if they were domesticated animals, calming them, controlling them or keeping them as pets. You may also use any animal large enough to carry you as a mount even if it hasn’t been bred or trained for it.
Primitive Weapon Training: You have proficiency with whips, short bows and nets. In addition, when you make attacks with basic spears deal 1 additional damage.

Goblins of the UnderdarkEdit

Down in the belly of the earth lie tribes of goblins that are considerably more successful than their surface brethren, but also more brutal in some ways. The cavern or gloom goblins often live in communities numbering in the hundreds or even thousands in the ruins of ancient abandoned cities ruled over by a king. These goblins are more productive than their surface-dwelling cousins, growing fungi and mining, or enslaving others to do these tasks for them. They occasionally do raids against dwarf or gnome cities or even raiding the surface in the dead of the night, slaughtering many before they know there is an attack and taking away all they can carry, including the weakest, often children, to work as their slaves or even to be fattened and then slaughtered and eaten as lifestock. Among their number are skilled smiths and powerful sorcerers, making defeating these goblins, especially in their trap-laden dwellings, an impossible task. While surface goblins can come across as comical, an encounter with these creatures easily makes one understand the hatred dwarfs and gnomes have for goblinkind.

Hill GoblinsEdit

As a hill goblin, you probably live under the foot or even the heel of another humanoid race. Perhaps you grew up as a slave, perhaps you grew up in the city hidden away in the abandoned structures, alleys or sewers. Or maybe you grew up as a highway bandit. Your life has been one of hiding and slipping out of the grasp of people bigger and stronger than you. You avoid fights unless you outnumber your opponents and at which time you excel at ganging up to beat and rob them. Hill goblins usually have yellow or orange skin with small pug like noses. They usually have thick reddish brown or black hair and bright red or yellow eyes. They usually dress in scavenged clothing designed for other races and crudely modified to fit their bodies. Despite living in fear of larger races, who constantly seem to seek to slay or enslave them, they also the most open to interacting with other races in a non-combative way—most goblins who work alongside other races are hill goblins.

Ability Score Adjustments: Your Charisma score is increased by 1.

Slippery: You have advantage on Dexterity checks or saving throws to escape grapples, restraints or attacks that impede your movement

Scavanger: You suffer no negative effects from eating spoiled, fresh or unconventional meat. 

Mob Tactics: Your attack and damage is increased by 1 against enemies engaged in melee with your allies.