Goblin
Goblins are bitter, vindictive, devious creatures. An empathetic goblin is a genetic failure; they are rare, and unlikely to survive in the backstabbing world of goblin society.
Underground Colonies

Common goblin civilization comprises thousands of small tribes scattered just underground and massive colonies in the larger caverns below. Only two things unite them: hatred for surface dwellers and fear of the more powerful denizens of the caves.
The extent of goblin infrastructure is short connecting tunnels between natural caverns. Few tunnels actually connect to where they were intended. More often, they dead-end due to lost motivation, going in the wrong direction, or—if so much as a single gemstone is unearthed—the entire mining team self-destructs in a frenzy of murders. Fortunately, goblins always find a use for empty tunnels.
Thousands of goblins in a small space would make for an unholy amount of filth if not for the wormpits. Gorv (likely a shortened form of the words for "shit worm") worms flourish in designated waste pits and can reach gargantuan sizes if left unchecked. Many fungi also grow in the wormpits. The most important variety, ukugogli (suspiciously reminiscent of the words for "tasty shit mushroom"), is a staple in goblin cuisine. The other staple is fried gorv.
Shadowed Citadels

Dark goblins are fewer in number but more organized. They live in some of the deepest tunnels of Gabroria. They show some measure of skill in masonry and carve out proper cities, even if the angles aren't quite aligned. They worship Amnat, a god of darkness and vengeance, in a religion called Mrakism. Common goblins fear them.
Predatory Abominations
Rarest of all, ungoblins are solitary hunters, and have no culture of their own. Most ungoblins do not even speak a language. They stalk shallow caves in western Gabroria. Ungoblins are feared by all races for their hunting tactic: they lie in wait in a cave just below the surface with an entrance nearby. When a creature gets close enough, the ungoblin unleashes a psychic attack to either kill or stun the victim. Once its prey is neutralized, the ungoblin emerges from its hiding place and finishes the job.
<redacted> Physical Appearances
Common goblins are short, bony, greasy things with sickly green skin of any shade. Malnutrition often gives them distended bellies and other deformities.
Dark goblins are similar in build but with white, slightly translucent skin and huge eyes. They stay partially cloaked in tendrils of shadow whenever possible.
Ungoblins are twisted even by goblin reckoning. They have empty sockets for eyes, soft and bendable bones, and fingers that are twice as long as they ought to be. Extra fingers, limbs, and even heads afflict one ungoblin in three.
Game Mechanics
Abilities
Disease-Ridden. Goblin dens and cities are known for being filthy. Goblins suffer for it, having a low average Strength and Constitution score.
Survival by Cunning. Goblin society can be cutthroat. The slow and stupid are taken advantage of and don't last long. The survivors tend to be those with high Dexterity or Intelligence.
Alignment
Most goblin societies encourage shenanigans, bastardry, and deviousness. Good goblins don't last long in the underdark without likeminded friends.
Age
Goblins are short-lived creatures, reaching maturity at age 7. Your old age threshold is 30 years, and your aging rate is 2 years.
Speed
Despite your small size, your base walking speed is 30 feet.
Goblin
Size
Medium
Medium
Speeds
Walk 30 ft.
Walk 30 ft.
Old Age Threshold
30 years
30 years
Languages
Varies
Varies
Senses
—
—
Aging Rate
2 years
2 years
Traits
Nimble Escape. You can take the Disengage or Hide action as a minor action on each of your turns.
Subraces
Select one of the subraces below.
Common Goblin
Language. You are proficient in your clan's dialect of Goblish.
Darkvision. You have darkvision (60 ft.).
Resilient to Disease. You have advantage on saving throws against becoming diseased, and being diseased doesn't cause you to have disadvantage on Constitution saving throws.
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 short or long rest. You can use this trait no more than once per turn.
Dark Goblin
Language. You are proficient in Dark Goblish.
Superior Darkvision. You have darkvision (120 ft.).
Sunlight Sensitivity. You have disadvantage on attack rolls and on Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Inured to Horrors. You have advantage on saving throws against being frightened.
Ungoblin
Aberrant Body. Your creature type is Humanoid, but you also register as an Aberration to abilities that detect aberrations.
Eyeless. You are have no sense of sight, as you lack eyes. You have blindsight (10 ft.).
Bendable Bones. Your bones are malleable. You can squeeze through a space as narrow as 2 inches wide.
Long Fingers. You have a climb speed of 20 feet.
Touch of Minds. You have mindsense (60 ft.). This mindsense can detect creatures with a Intelligence of -6 or higher, even ones that lack a language.
Additionally, you can communicate telepathically with any creature within 60 feet of you that you can see (by sensing its mind, for instance). You can transmit and receive words, images, sounds, and other sensory messages, allowing communication whether or not you share a common language. You can speak telepathically in this way to only one creature at a time.
Insidious Assault. You know the mind sliver cantrip and can cast it without components. Your spellcasting ability score for the spell is Intelligence. When you target a creature with this spell that's still affected by the last time you cast this spell against that creature, the target is dazed until the end of your next turn in addition to the spell's usual effects on a failed save.
Suggested Backgrounds
Goblintown Urchin
Prerequisite: The ability to speak Goblish; Small size or smaller
You grew up in a goblin colony or similar cesspool. You gain the following benefits:
- You are proficient in two of the following skills of your choice: Deception, Sleight of Hand, Stealth, or Survival.
- When you take the Disengage action, you can also attempt to escape from the grappled condition or any other effect causing your speed to be 0, provided that the effect permits you to attempt to escape as a standard action.
- When you take the Disengage action, you can move through the space of a creature that is your size or larger until the end of your turn.
- Other creatures that are your size or larger do not count as difficult terrain to you.
Servant of Amnat
Prerequisite: The ability to speak Dark Goblish; darkvision with a range of at least 60 feet
You are a devout servant of Amnat, dark goblin god of darkness and vengeance. You gain the following benefits:
- You learn each of the following spells once you have a spell slot capable of casting it: cause fear, darkness, fear, cloak of shadow, and commune.
- You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Feral Upbringing
You were raised by wolves–or at the very least, not by anything that talked. You gain the following drawback and benefits:
- You do not have the Language(s) trait of your race, if it has one. You may still choose to know the common language of the party.
- You are proficient in three of the following skills of your choice: Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, Stealth, and Survival.
- You have advantage on saving throws against being charmed.
Suggested Feats
Blessing of Amnat
Mrakism
Amnat has blessed you with special powers of shadows and of revenge. You gain the following benefits:
- When you use the Attack action to make a melee weapon attack while in darkness, you can magically target a creature that you can see even if it is outside your reach. The creature must also be in darkness, and must be within 30 feet of you. The creature doesn't benefit from cover against this attack.
- When you reduce an enemy to 0 hit points while you are in darkness, you magically gain temporary hit points equal to your level. These temporary hit points vanish early if you are exposed to bright light.
Disengage
Disengage
Cost: 2 AP
When you take the Disengage action, you attempt to escape from your foes. Your movement doesn't provoke opportunity attacks for the rest of the turn. Additionally, if you are grappled, you can make an Athletics or Acrobatics check (your choice) against the passive Athletics score of each creature grappling you. You escape that grapple on a success.
Grappled
Grappled
Grappling is an act that requires two creatures. One creature, the "grappler," has the grappling condition, while the other has this condition (grappled).
Effects of This Condition
- Your speed is halved if you are one size larger than the grappler, or 0 if you are the same size or smaller.
- When you move, you drag the grappler with you.
- If the grappler attempts use the grapple to move you, you can make a Strength saving throw against its passive Athletics. On a success, it can't use the grapple to move you until the start of its next turn.
Ending This Condition
You can attempt to escape the grapple by taking the Disengage action.
Causes of This Condition
This condition is typically inflicted by the grapple attack.
Grappling
Grappling
Grappling is an act that requires two creatures. One creature, the "grappler," has this condition (grappling), while the other has the grappled condition.
Effects of This Condition
- Your speed is halved if you are the same size as the grappled target, or 0 if you are smaller.
- When you move, you drag or push the grappled target with you.
- If you are the same size as the grappled target or larger, you can move it to another space within your reach as a repeatable minor action.
Ending This Condition
You can end the grapple at any time, no action required. The grapple also ends if you become incapacitated or if the target is no longer within your reach.
Causes of This Condition
Hide
Hide
Cost: 2 AP (repeatable)
The Hide action allows you to attempt to become hidden from one or more creatures. Make a Stealth check. If you are heavily obscured or behind at least three-quarters cover relative to a creature, and your check equals or exceeds its passive Perception score, you become hidden from it. The result of the check also becomes your Hide DC, as described in the condition.
Sneaking
Sneaking
Sneaking is a special movement mode that you use at the same time as another movement mode. If you are hidden, sneaking allows you to maintain your Hide DC.
Obscured
Obscured
When vision in an area is hindered by smoke, darkness, or a similar phenomenon, the area is obscured. There are two degrees of obscurity.
Lightly Obscured
In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Perception checks that rely on sight.
Heavily Obscured
A heavily obscured area, such as darkness, opaque fog, or dense foliage, blocks vision entirely. Nothing in that area can be seen.
Cover
Cover
Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.
There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.
Half Cover
A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.
Three-Quarters Cover
A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.
Total Cover
A target with total cover can't be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.
Darkvision
Darkvision
Base sense: sight
Within a specified range, a creature with darkvision can see in dim light as if it were bright light, and in darkness as if it were dim light. The creature can't discern color in darkness, only shades of gray.
Light
Light
There are three categories of illumination: bright light, dim light, and darkness.
A source of light typically emits bright light in a small radius and dim light in a larger radius; these distances are given in parentheses. For example, a fire that sheds light (20/40 ft.) produces bright light within 20 feet and dim light for another 20 feet beyond that.
Bright Light
Bright light lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.
Dim Light
Dim light, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.
Darkness
Darkness creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.
Blindsight
Blindsight
Base sense: varies
If you have blindsight, you can sense physical shapes within a specified range, allowing you to effectively see creatures and objects within that range. Blindsight doesn't go around cover, nor can it detect color or intangible things. Thus, blindsight enables you to effectively see invisible things, but you can't use it to detect an illusory object created by a spell such as minor illusion.
The base sense of blindsight varies. A common base sense is hearing, in which case blindsight can often be interpreted as echolocation. Some creatures have no base sense for their blindsight; this represents a fundamentally distinct sense, such as a shark's electroreception. When a base sense is present, it is usually given in parentheses after this sense's listing.
Climb
Climb
Natural Movement Modes: Climbing, jumping
Other Movement Modes (+1 Cost): Sneaking
Other Movement Modes (+1 Cost): Sneaking
When you use a climb speed to climb, you have advantage on any ability checks made to avoid falling.
Climbing
Climbing
Climbing lets you move in any direction across vertical surfaces. If the surface is particularly difficult to climb, you may have to make an Athletics check to avoid falling off.
Falling
Falling
When you begin falling, you immediately fall 60 feet. While falling, you drop another 180 feet at the start of each of your turns.
On impact, you take one size die of bludgeoning damage for every 10 feet you fell, to a maximum of 20 dice. You land prone unless you avoid taking damage from the fall, such as via the Break Fall reaction.
If you land in a creature's space, that creature must make a DC 10 Dexterity saving throw. It can choose to fail. On a failed save, the fall damage is split evenly between you and it.
Prone
Prone
Effects of This Condition
- The only movement mode available to you is crawling.
- You have disadvantage on attack rolls.
- An attack roll against you has advantage if the attacker is within 5 feet of you. Otherwise, the attack roll has disadvantage.
Ending This Condition
You can end this condition by standing up, which requires spending half of your walk speed when you move.
Causes of This Condition
Break Fall
Break Fall
Trigger: you land at the end of a fall
You attempt to land safely. Make an Acrobatics check. The fall damage is reduced by half the result of the check.
Jumping
Jumping
Jumping is a movement modifier that lets you clear gaps or obstacles. Instead of the usual movement cost, you must spend 1 foot of movement for every foot you jump vertically or horizontally (whichever is higher).
When you jump, perform the following series of calculations; don't round until the end. The resulting value is the maximum number of feet you can jump.
- Start with your passive Athletics. Alternatively, you can make an Athletics check and use the result instead.
- If you did not get a running start immediately before jumping, divide the value by 2. To get a running start, you must move in a straight line in the direction you want to jump for a number of feet determined by your size, as shown in the Running Start Distances table. The speed you use to get a running start must be the same speed you use to jump.
- To determine the vertical distance you can clear, divide the value by 2 again.
Running Start Distances
Size | Running Start |
---|---|
Minuscule | 0 ft. |
Tiny | 5 ft. |
Small | 10 ft. |
Medium | 10 ft. |
Large | 15 ft. |
Huge | 20 ft. |
Gargantuan | 25 ft. |
Mindsense
Mindsense
Base sense: none
If you have mindsense, you know the location of thinking creatures within a specified range. A creature can be detected in this way if it knows at least one language, has an Intelligence score of at least -3, or is maintaining concentration. You can also sense whether each detected creature is maintaining concentration. Mindsense doesn't count as a form of sight, however.
Mindsense can penetrate most barriers, but it is blocked by a thin sheet of lead, 1 inch of any other metal, 1 foot of stone, or 3 feet of wood.
Mind Sliver
Mind Sliver
Enchantment cantrip
Components
V
V
Duration
1 round
1 round
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, it takes 1d6 psychic damage and subtracts 1d4 from the next saving throw it makes before the end of your next turn. On a successful save, it takes half as much damage and suffers no other effect.
This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Dazed
Dazed
Effects of This Condition
- On each of your turns, you have one less action point.
- Your Move action movement pool resets to 0 instead of your speed at the start of each of your turns. You can still benefit from the Dash action and similar effects as normal.
- You can't take reactions.
- You have disadvantage on saving throws you make to maintain concentration (including on the saving throw triggered by the effect that dazed you, if it triggered such a save).
Walk
Walk
Natural Movement Modes: Jumping, walking
Other Movement Modes (+1 Cost): Climbing, crawling, sneaking, swimming
Other Movement Modes (+1 Cost): Climbing, crawling, sneaking, swimming
If you don't have a walk speed, you are prone while on the ground. If you have a walk speed of at least 5 feet, you can spend half of it as part of a move to stand up from prone.
Walking
Walking
Walking lets you move in any direction across a non-vertical surface. There is no mechanical distinction between walking and running. If you are on land and lack a walk speed, you fall prone.
Swimming
Swimming
Swimming lets you travel in any direction through a liquid. While swimming, you don't sink and are immune to the prone condition.
Cause Fear
Cause Fear
1st-level necromancy
Components
V
V
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You awaken the sense of mortality in one creature you can see within range. A Construct or an Undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends (save ends).
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Frightened
Frightened
Effects of This Condition
- You have disadvantage on ability checks and attack rolls while the source of your fear is within line of sight.
- You can't willingly move closer to the source of your fear.
Causes of This Condition
This condition can be commonly applied via the Frighten action.
Darkness
Darkness
2nd-level evocation
Components
V, M (bat fur and a drop of pitch or piece of coal)
V, M (bat fur and a drop of pitch or piece of coal)
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
Magical darkness emanates from a point you choose within range to fill a 15-foot-radius sphere for the duration, spreading around cover. The darkness is impenetrable even to darkvision, and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Fear
Fear
3rd-level illusion
Components
V, S, M (a white feather or the heart of a hen)
V, S, M (a white feather or the heart of a hen)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
Self
Self
You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
Dash
Dash
Cost: 2 AP (repeatable)
Add your speed to the movement pool of your Move action. You can then take the Move action.
Move
Move
Cost: 0 AP (repeatable)
You move up to your speed. This action uses a special pool of movement that resets at the start of each of your turns.
Cloak of Shadow
Cloak of Shadow
4th-level necromancy
Components
V, S, M (an undead eyeball encased in a gem worth at least 150 gp)
V, S, M (an undead eyeball encased in a gem worth at least 150 gp)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
Self
Self
Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.
Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.
Commune
Commune
5th-level divination
Components
V, S, M (incense and a vial of holy or unholy water)
V, S, M (incense and a vial of holy or unholy water)
Duration
1 minute
1 minute
Casting Time
1 minute
1 minute
Range
Self
Self
You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.
Divine beings aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead.
If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.