Player Race: Goblin

Post/Author/DateTimePost
#1

Kavrek

Oct 12, 2014 21:09:13

I have a group of players interested in running a single shot campaign featuring the players as goblins. This sounds fun, but I'm not sure how to create adventurer stats for the goblin race. Here is what I came up with based on what is in the Monster Manual. Anythoughts on balance, or suggestions in general?

 

 

 

 

 

Goblin

 

Ability Score Increase. Your Dexterity score increases by 2.
 

Age. Goblins most frequently live short and brutal lives with a typical life span of no more than two to three decades. Those goblins that are clever or strong enough will sometimes live to see their fortieth or fiftieth year of life, though this is almost unheard of.
 

Alignment. Goblins are most frequently evil and malicious. A goblin delights in wickidness for wickidness sake.
 

Size. Goblins are smaller than most standard humanoid races, though they are somewhat more fleet of foot than halflings or gnomes who share their stature. Your size is Small.
 

Speed. Your base walking speed is 30 feet.
 

Darkvision. Goblins shun sunlight and typically dwell in caves and emerge at night to hunt. You can see in dim light within 60 feet of you as though 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. You have proficiency in the Stealth skill.
 

Keepers of Rats and Wolves: You have advantage on Handle Animal checks when interracting with rats and wolves. In addition you make any checks to riding a wolf mount with advantage.
 

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 Goblin and Common.

#2

warpiglet

Oct 13, 2014 9:32:12

Frankly looks pretty good to me...I recently acquired a goblin mini in a tyranny of dragons booster.   It made me want to play a goblin.  Aside from duergar, might be the only small race I would play.  I like their look and scheming.  Stealth works.  If the new game gave penalties to races, I might consider going them disadvantage on fear effects, but it doesn't, so I wouldn't.

#3

IxidorRS

Oct 13, 2014 9:43:12

Kavrek wrote:
#4

Jell_Moo

Oct 13, 2014 9:56:52

I would change Nimble Escape, as it steps on the toes of the Rogue a little too much. Maybe make it something akin to having Advantage on all attempts to avoid Grappling.

#5

IxidorRS

Oct 13, 2014 10:36:34

Jell_Moo wrote:
#6

rmn498

Oct 17, 2014 12:16:49

How about this?

 

Nimble Escape: Enemies have Disadvantage on Opportunity Attacks provoked by your movement.

#7

BrianCritchley

Oct 17, 2014 13:50:58

incidently, if this kind of play appeals to you players, take a look into the RPG called "Kobolds ate my baby"  it's a short fun little project perfect for one shot games 

#8

Kavrek

Oct 17, 2014 18:50:14

Thank you all for the feedback. The group came to the consensus that Nimble Escape should be changed to "when you take the disengage action you can move up to double your base walking speed."

 

we felt that this captured the faster innate movement the goblins have (30ft) compared to other small races, and the ability really describes escaping not so much hiding. We felt that using base walking speed would avoid any speed stacking abuse and still allow faster classes to retain some benefit. This ability is essentially like using dash without receiving opportunity attacks, which is powerful, but it costs an action to escape or move in this way.

 

If anyone has any thoughts on balancing that ability further we would love to hear, and the feedback already provided was greatly appreciated.

 

"Kobolds ate my Baby" sounds great :D we will look into that.

 

 

#9

Akeisha

Oct 17, 2014 19:44:36

If you are also open to an alternative, there is this well fleshed out version of Goblins as a player race you could look at too.

 

http://community.wizards.com/forum/product-and-general-dd-discussions/threads/4109286