Saturday, April 1, 2023

[CLASS] Dungeon! - The Goblin - (Happy April Fools!)

The Goblin

HP: +1d6 each Level, minimum of +3

AC: +1 each Level

AB: +1 each Level

Save: -1 each Level

Skills: +2 Skill Pips each Level




At 1st Level, you are a goblin. Use the Halfling Ancestry (reflavored as a goblin) and the Thief Background. This is the goblin way. Also, you may only read and write in incoherent gibberish. Other goblins and hobgoblins will understand your gibberish, but no one else will. Finally, you may enter Goblin Mode at the start of your Turn. Until the end of your Turn, you have Advantage on all Attack rolls. Once you have entered Goblin Mode, you must finish a Short or Long Rest until you may do so again.


At 2nd Level, you have better grown into your goblin heritage. You are no longer impeded by darkness like normal player characters are, instead having a primitive form of 'night vision' which allows you to see in grayscale up to Medium Range while in darkness.


At 3rd Level, your goblin antics manifest in a special way. Choose one of the options below.

  • Fatso: You become more robust than other goblins. You gain +5 Maximum HP and you deal +2 Damage with Weapons.
  • Gibberist: You gain the ability to Cast Spells. You learn 2 Spells and you gain 2 Spell Points (SP). Using 1 Spell Point, you may cast any Spell you know. You regain used Spell Points after a Long Rest.
  • Maniac: You may now enter Goblin Mode once per combat instead of only once per Short or Long Rest. Additionally, you have Advantage on Damage rolls while you are in Goblin Mode.
  • Stabber: You become really good at stabbing. When you deal Damage to a target, you may choose to deal additional Damage equal to (2 x your Goblin Level). You may only use this Ability once per combat.
  • Vermin Tamer: You form a kindred connection with all things small, creepy, and crawly. Insects and other vermin will not harm you unless you harm them, and you gain the ability to communicate with such creatures; You may speak with and understand them as if you shared a common language.


At 4th Level, your goblin heritage has manifested further. You gain a special Unarmed Attack that uses your mouth/teeth, which deals 1d6 Damage instead of only 1d4 Damage. Additionally, when you roll Maximum Damage with this Unarmed Attack, you may automatically Grapple the target, locking your jaw onto them. This form of Grappling does not require a free hand.


At 5th Level, your special goblin antics grow. You gain the option below that matches the path you took at 3rd Level.

  • Fatso: Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
  • Gibberist: Once per Round and on your Turn, you may direct an ally, allowing them to attempt a single Weapon Attack.
  • Maniac: Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
  • Stabber: Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
  • Vermin Tamer: You gain the service of a Vermin. Your Vermin takes on any appearance you choose, but its Stats remain the same regardless of appearance. Its Stats can be seen at the end of this post, and its Stats improve with your Goblin Level. In Combat, your Vermin will always take its Turn during your Turn, as you must give it commands.


At 6th Level, your goblin heritage alters your digestive system. You like 'shinies' so much that you can now eat and digest them. As an Action, you may consume a number of Gold pieces less than or equal to your Goblin Level. You then Heal for a value of HP equal to twice the total value of Gold pieces eaten. Your GM may also allow you to eat objects worth a value of Gold less than or equal to your Goblin Level.


At 7th Level, your goblin antics improve further. You gain the option below that matches the path you took at 3rd Level.

  • Fatso: You gain an additional +5 Maximum HP and you deal an additional +2 Damage with Weapons.
  • Gibberist: You gain 2 additional Spell Points and learn 2 additional Spells.
  • Maniac: You may now enter Goblin Mode up to twice per combat instead of only once per combat.
  • Stabber: If you land the killing blow on a target by using your 3rd Level Stabber Ability, you regain that use of the Ability, potentially allowing you to use it more than once per combat.
  • Vermin Tamer: Your Vermin gains Advantage on 3 very specific Skills of your choice, such as Tracking, Playing Dead, etc.


At 8th Level, your goblin heritage has manifested as twitchy, unpredictable behavior. This allows you to occasionally dodge a single non-Critical Hit Attack. You must use this Ability before the Damage is announced, and you may only use this Ability once per Combat.


At 9th Level, you have mastered your goblin antics. You gain the option below that matches the path you took at 3rd Level.

  • Fatso: Twice per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
  • Gibberist: When you Cast a Spell that deals Damage, you may choose to cause 1d6 Damage to yourself to cause the Spell to deal an additional 1d10 Damage.
  • Maniac: Twice per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
  • Stabber: Once per Round, you may reroll an Attack Roll, Damage Roll, or Save you attempt.
  • Vermin Tamer: Once per Round and on your Turn, either you or your Companion may attempt a single Weapon/Unarmed Attack as a Free Action.


At 10th Level, your goblin antics have drawn the attention of a group of Hobgoblins. They present you with a choice; you may either join their ranks as a Goblin Commander, or you may become their Goblin King/Queen. Details for both options are below.

  • Goblin Commander: The Hobgoblins instate you as the Commander of 1d20 + 30 2nd Level Goblins who will travel with you and follow your every command. They will follow you into combat without question and will fight to the death.
  • Goblin Royalty: The Hobgoblins instate you as Royalty. Since the Hobgoblins are far smarter than you and make all the important decisions anyway, your title as Royalty really only serves to grant you perks. Each day, goblin servants bring you tithes of 5d6 Gold. Also, you are offered fancy (for a goblin) quarters at any goblin nest/establishment you visit. Finally, you and your allies may successfully rest within such quarters in half the normal time due to its accommodations.

Vermin
HP: 25 --- (+5 HP for every Goblin Level above 5th)
AC: 15 --- (+1 AC for every Goblin Level above 5th)
AB: +5 --- (+1 AB for every Goblin Level above 5th)
Damage: 1d6 + 5, only attacks once --- (+1 Damage for every Goblin Level above 5th)
Special: Servitude (Your Vermin can be reduced to 0 HP, but it never truly dies. Once reduced to 0 HP, it crumbles to ash. Over the course of a Short or Long Rest, you may resummon your Vermin at 1 HP.)
Save: 13 --- (-1 Save at Goblin Levels 6th, 8th, and 10th)
Skills: Agility (2-in-6), Stealth (2-in-6) --- (+1 Skill Pip at Goblin Levels 6th, 8th, and 10th)

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