Goblin (Race)


 * Goblin.pngTo view the lore of the Goblin race, see /lore.

From Mordenkainen Presents: Monsters of the Multiverse, page 20; Volo's Guide to Monsters, page 119; Guildmasters' Guide to Ravnica, page 16; Eberron: Rising From the Last War, page 26; Explorer's Guide to Wildemount, page 174; Plane Shift: Ixalan, page 16; and Plane Shift: Zendikar, page 16.

Traits
(Mordenkainen Presents: Monsters of the Multiverse, page 20)

As a goblin, you have the following racial traits.

Ability Score Increase. When determining your character's ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The "Quick Build" section for your character's class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can't raise any of your scores above 20.

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.

Languages. Your character can read, speak, and write Common and one other language that you and your DM agree is appropriate for the character. The Player's Handbook offers a list of languages to choose from. Your DM is free to modify that list for a campaign.

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.

Eberron: Rising From the Last War
(Volo's Guide to Monsters, page 119; Guildmasters' Guide to Ravnica, page 16; Eberron: Rising From the Last War, page 26)

Your goblin character has the following racial traits.

Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.

Age. Goblins reach adulthood at age 8 and live up to 60 years.

Size. Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.

Speed. Your base 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 can't discern color in darkness, only shades of gray.

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 level. Once you use this trait, you can't use it again until you finish a short or long rest.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Languages. You can speak, read, and write Common and Goblin.

Goblinkin and the Curse of Strife
(Explorer's Guide to Wildemount, page 174)

Whenever a goblinkin returns to consciousness after being reduced to 0 hit points, they can make a DC 20 Wisdom saving throw, with advantage if they were brought back to life. On a success, the goblinkin breaks free from the curse of strife. A goblinkin targeted by Remove Curse can also make this saving throw, with advantage on the save if the caster is a trusted companion.

Plane Shift: Ixalan
(Plane Shift: Ixalan, page 16)

Ability Score Increase. Your Dexterity score increases by 2.

Age. Goblins mature faster than humans, reaching adulthood around age 12. They age noticeably faster, and though few goblins live to old age, the most cautious rarely live longer than 50 years.

Alignment. Most goblins are wildly chaotic, with no particular inclination toward good or evil but a strong tendency toward mischief.

Size. Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.

Speed. Your base walking speed is 25 feet.

Agile Climber. You have a climbing speed of 25 feet. You can't use your climbing speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can't use your climbing speed if you are encumbered.)

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 can't discern color in darkness, only shades of gray.

Languages. You can speak, read, and write Common (if it exists in your campaign) and Goblin.

Plane Shift: Zendikar
(Plane Shift: Zendikar, page 16)

Ability Score Increase. Your Constitution score increases by 2.

Age. Goblins mature faster than humans, reaching adulthood around age 12. They age noticeably faster, and though few goblins live to old age, the most cautious rarely live longer than 50 years.

Alignment. Most goblins are wildly chaotic, with no particular inclination toward good or evil but a strong tendency toward mischief.

Size. Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.

Speed. Your base walking speed is 25 feet.

Grit. You have resistance to fire damage and psychic damage. In addition, when you are wearing no armor, your AC is equal to 11 + your Dexterity modifier.

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 can't discern color in darkness, only shades of gray.

Languages. You can speak, read, and write Common and Goblin.

Subrace. Most goblins on Zendikar belong to one of three tribes: the Grotag, the Lavastep, and the Tuktuk. Choose one of these tribes.

Grotag Tribe
Grogtag Tamer. You have proficiency in the Animal Handling skill.

Lavastep Tribe
Lavastep Grit. You have advantage on Stealth checks made to hide in rocky or subterranean environments.

Tuktuk Tribe
Tuktuk Cunning. You have proficiency with thieves' tools.