Rykan Goblin (5e Race)
From D&D Wiki
Goblins are small, wimpy creatures known for their love of chaos and generally selfish personalities, although all Goblins are different in their own ways.
<Race Name> Names
Rykan Goblin Traits
Ability Score Increase. Your Dexterity score increases by 1.
Age. Goblins often have natural lifespans of 15 to 30 years and reach maturity in 4 to 10 years.
Alignment. Goblins tend to love Chaos and find getting bored to be one of the worst fates they can suffer. As such, most types of Goblins lean towards Chaotic alignements. They also tend to be quite selfish and sometimes mean-spirited. While they rarely are truly vile, they tend towards petty evil or blind selfishness, often making others consider them Evil or Neutral at best.
Size. Most Goblins range from 3 to just under 5 feet tall and usually have slender builds. 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.
Sneaky Buggers. Goblins are almost universally quite sneaky. Their small size compared to their natural cunning gives them a natural ability to hide. You have proficiency in the Stealth skill.
Nimble Escape. You can take the disengage or hide action as a bonus action on each of your turns.
Languages. You can speak and understand Common and Goblin. The Goblin language is very rough and direct at it's lower levels, but some dialects employed by Yellow or Blue Goblins can be surprisingly complex. However there is little literature of any sort in the Goblin language as only a small subset of them (Most Blue and Yellow goblins, as well as minority of Gray and Green goblins) can read or write.
Subrace. Goblins come in a variety of races, mutations and breeds, but there are generally agreed to be 7 subspecies usually named by their color or home environment.
Brown Goblins, or Desert Goblins, are the most common variety of Goblin, most often living in the Steppes or Deserts, they are also considered the weakest and most feeble of the species, as well as one of the least inteligent.
Ability Score Increase. Brown Goblins aren't known for their mental capacity, their strength or their charisma, but they are surprisingly resilient. Gain +1 Constitution.
General Specialization. Brown goblins are as varied as they are individually specialized. You can turn one of your Skill proficiencies into an Expertise.
Vicious Stabbery. Brown Goblins are renowned for being surprisingly dangerous with small weapons. All attacks made by Light weapons deal +1 damage.
Red Goblins, or Volcanic Goblins, are known for being larger, stronger and angrier than the average Brown Goblin. While rarer, they are still quite common, and tend to live either in tribes around regions of high vulcanic activity or as enforcers or leaders of brown goblin tribes.
Ability Score Increase. Red Goblins may be small, but they are surprisingly strong, often able to take down larger opponents. Gain +2 Strength.
Intimidating Look. Despite their small size, Red Goblins are known for their cruelty and brutality on par with many larger races. They have a natural affinity for threatening and intimidating people. You have proficiency in the Intimidation skill.
Furious Attack. Once per short rest, you may attack with disadvantage, if you didn't already have it, and if you hit, roll twice the damage die.
Green Goblins, or Jungle Goblins, are the Socialites of the goblin world. Smarter than the average Brown Goblin, and far less reppealing, Green Goblin women are sometimes considered one of the most attractive races by many others, and while most of their males are smelly, dumb and primitive to the point where they make Brown Goblins seen like Elves, a small subset of them are very feminine and appealing too.
Ability Score Increase. Green Goblins are a surprising exception to the common rule that goblins are smelly, unnatractive and lack any sort of presence. Green Goblins tend to be quite attractive, and have a surprising amount of emotional depth allowing them to more easily make friends. you gain +2 Charisma.
Persuasive Charisma. Green Gobins are naturally skilled at manipulating people to see things their way. Whether trough honeyed words, calculating logic or a seductive wink, other people are more inclined to agree with them. You gain Proficiency in Persuasion.
Goblin Pheromones. While they keep it a secret from the other races, Green Goblins are capable of producing a small amount of pheromones over a period of time that allows them to appear even more alluring to others. After a long rest, if you have water, you can spend a minute creating a 200 ml worth of Pheromone-infused Water. If properly stored, the liquid remains effective for up to a week.
You may use this liquid by spraying it on yourself: Spraying the pheromones on your body gives you a bonus to any Charisma check where your target can smell you equal to your proficiency bonus for up to an hour.
Otherwise, you can directly spray it on a target, which must take a DC 15 Wisdom save, becoming charmed by you for up to 10 minutes afterwards and finding you to be very attractive and trustworthy for that time.
Blue Goblins, or Tundra Goblins, are a species of Goblin close to the Gremlins of Aurora. As smart as the Yellow ones, they however turn their attention to the arts of the arcane rather than science and technology, studying the powers of nature, the gods and the weave alike in their quest for understanding. A very isolationist species, they rarey come across races besides themselves, gremlins and kobolds, but they do have a lot to offer in regards to the knowledge of the unseen.
Ability Score Increase. Blue Goblins are clever, and focus their minds on pursuit of all sorts of knowledge, both that found in books as well as the one gathered from less usual means. This allows them to be decently competent both as arcane spellcasters as well as more esoteric ones like Clerics and Druids. You gain +1 Intelligence and +1 Wisdom.
Arcane Intuition. Blue Goblins have natural instincts when it comes to dealing with magic that are simply superior to those of their cousins. Able to far more easily detect and examine arcane energies or other types of magic, their mind gives them a natural advantage in the arts of the Arcane. You have proficiency in the Arcana Skill.
Power of the Aurora. You know the prestidigitation cantrip. When you reach 3rd level, you can cast the detect magic or identify spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Clairvoyance spell once with this trait and regain the ability to do so when you finish a long rest. You may choose Intelligence or Wisdom as your Spellcasting ability for these Spells.
Yellow Goblins, or Plains Goblins, are the smartest variety of Goblin in Rykan, a race of inventors, thinkers and creators, far different from the usual interpretation of destructive savages most goblins are known for. They are also far less agressive towards outsiders, often willing to cooperate with other races, especially if it leads to commerce, as a Yellow Goblins favorite things are always cool technology and money.
Ability Score Increase. Yellow Goblins are smart. They have a better understanding of how technology works, as well as the functioning of magic, they remember more things about what they learn and their head is often filled with useless Trivia. You gain +2 Intelligence.
Perceptive Mind. A Yellow Goblin's mind is always alert and aware, always thinking and never rests. They are less prone to getting distracted when focusing on something and are better at seeing the minor details others fail to notice. You have proficiency in the Perception skill.
Genius Thinkerer. Yellow Goblins are a race of curious creatures, and there's no doubt many of them take to engineering and science quite easily. During a long rest, you may spend time creating small machines, gizmos and gadgets out of what you find around you. While you can build these out of wood and rocks, using nothing but your bare hands, those are likely to be flimsy, simple equipment. Given tools and better materials, you can create something more interesting and durable. Example of things a Yellow goblin may build are: Arrows, Bolts and Bullets, Hunting Traps, Simple Magic Detectors, Rough tools, Small simple weapons, Heaters, Lights and more. Even if another race is able to build the same items, Yellow Goblins are often capable of making them faster, more easily or more effective.
Gray Goblins, or Cave Goblins, are an underground dwelling species of Goblin who's closely related to Kobolds. Expert Miners and Blacksmiths, these goblins are larger, stronger and significantly tougher than normal. Their personality is often stoic, cynical and solitary and while they live together in large villages in caverns, they often turn themselves to just their close family.
Ability Score Increase. Gray Goblins are hardy creatures, comparable to Dwarves and Orcs, despite their smaller size. They have an easier time taking punishment that would hurt other members of their species, digesting poisons and dealing with sickness. You gain +2 Constitution.
Athletic Frame. Gray Goblins have small, compact bodies compared to Humans, Orcs or even Dwarves, but there is no doubt they can be just as athletic as they are, relying on generations of mining, smithing and other hard work to finely tune their body's potential. You gain proficiency in the Athletics skill.
Blocking Specialist. Gray Goblins are specialists in the art of defense, using their armor, shields and weapons to block incoming attacks somewhat more competently than most,. You have proficiency with light and medium armor and shields and count as having +2 Dexterity for AC calculating purposes. [+1 AC while wearing light or no armor and if you wear medium armor and have less than 14 Dexterity]
Night Goblins are the goblins that have adapted to live in dark, twisted woods, naturally proficient in stealth and speed, they are known for being quite dangerous to lone travelers trough the woods. While Goblins are known the world over, Night Goblins are an often forgotten 7th Subspecies, as they prefer to remain away from other civilizations.
Ability Score Increase. Night Goblins are as agile as they are small, considerably more light on their feet than most other Goblin variants. You gain +2 Dexterity. If you already have maximum Dexterity score, you may instead put the remainder in any other ability score.
Quick Fingers. Night Goblins have fast fingers and are unusually good at pickpocketing or manipulating locks and items. You have proficiency in the Sleight of Hand skill.
Expert Agility. Night Goblins are generally lighter and faster than their cousins, and can outspeed then by a significant amount and are often able to move trough many tight spots that few other creatures would be able to move trough. Your base movement speed is increased by 5 and you can move through the space of any creature that is of a size larger than yours as if it was rough terrain.
Random Height and Weight
|′ ″||+||lb.||× () lb.|
*Height = base height + height modifier