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=D&D Goblins= [[File:Goblin DMG 5e.jpg|right|300px]] {{Topquote|Goblins are what you default to when you have no idea what the party should be fighting, because they're just so splattered all over the realm that everyone just accepts that they can show up anywhere.|JoCat, ''A Crap Guide to D&D - Goblins''}} [[Dungeons & Dragons]] did not do anything particularly innovative with goblins. Instead, they are fairly close(ish) to their Tolkien roots - or, rather, to a simplified caricature of Tolkien's goblins; small, hateful, savage creatures that infest the unwanted corners of the world, constantly squabbling amongst themselves for power and occasionally spilling out to raid and terrorize the neighboring civilized lands when their numbers build up enough. Whilst Tolkien's goblins were actually quite inventive and adept at building things, since they were a combination of the two peoples that Tolkien most disliked (the Central soldiers he'd fought in WW1, and the industrialists he believed were destroying the countryside), D&D's goblins lack that trait due to [[Medieval Stasis]] - they're not quite as primitive as [[lizardfolk]], but are still the quintessential depiction of them as "just tribal scavengers", in contrast to goblins in much other media being "the chaotic and/or evil tinker race". In fact, when you scratch the surface, D&D goblins may tap into the same "evil mook" basis as Tolkien's goblins, but actually are deliberately taken in different ways. Whilst originally D&D [[orc]]s & goblins are implied to have often worked together, and even interbred, by the time of [[Planescape]] the two were actually bitter enemies - the two races share the same "heaven" of [[Acheron]], where they constantly war in an attempt to drive the other race to extinction. This even persisted into 3rd edition, when the orcs' changed racial alignment of Chaotic Evil meant they shouldn't have been going to Acheron in the first place. This stands in stark contrast both to Tolkien (who initially said that "orc" and "goblin" were words in two different languages for the same race) and to other popular settings, such as [[Warhammer Fantasy]] & [[Warcraft]], where goblins tend to be a strong racial ally to orcs. Some sourcebooks, usually setting dependent, present a more nuanced portrayal of them and give them a deeper culture than that, but for the most part, D&D goblins are your standard generic cannon fodder evil mooks. However, just like the [[orc]]s, goblins have a ''long'' history of being a potential PC race in [[Dungeons & Dragons]] - they've been playable in literally every single edition, with multiple incarnations in 3rd edition. The usual idea is to play them up as "spunky little troublemakers" - either a scrappier analogue for the [[halfling]] or a less kitschy counterpart to the [[gnome]] (or even a more high-functioning version of the [[Kender]], without the stigma). And, for what it's worth, goblin PCs are actually generally quite liked. In fact, goblins were one of the player races most requested for a formal update into 5th edition PC races. Given the second season of [[Critical Role]] features a goblin PC as a main character, in the form of Nott (a self-loathing female who wants to become a [[halfling]]), and the fact that [[Pathfinder]] goblins have such an fandom that Pathfinder 2e promotes them to a corebook race, many are expecting an eventual 6e to feature playable goblins in the PHB, just like how 4e added the [[tiefling]] and the [[dragonborn]]. The biggest exception to goblins being generic evil baddies in d&d is the Eberron setting, where they're given a nuanced portrayal, with a deep and sophisticated culture. In [[Eberron]], "goblin" is used to refer to bugbears, hobgoblins, and goblins. They are the descendants of the once mighty continent spanning Empire of Dhakaan that collapsed because of an invasion by the [[Daelkyr]], masters of the plane of madness. The invasion was eventually beaten back by an alliance between the empire and the orc tribes called the Gatekeepers (badass men-in-black style druids who protect the world from lovecraftian horrors), but the empire fell afterwards. They're not the banal savages that you can kill guilt free in many other settings. In the current day they are split up into three broad cultural groups (and a few splinter groups) - the smallest of the big three are The Heirs of Dhakaan, or Dar Dhakaani, which are the badass super disciplined remnants of the empire who preserved their way of life after the empire collapsed by hiding underground or in secluded mountains (thus quarantining themselves from the Plague of Silence) and would like to bring goblins back to their previous heights, especially now that they know the rest of goblinoid population is no longer contagious. The various goblin races are all equal under the Dhakaani and share a eusocial bond like ants. They specialize in different tasks - the hobgoblins are administrators and soldiers (females are usually bards), goblins are workers, scouts and spies, and the bugbears are shock troopers and heavy laborers - but if you're better at a job outside your cultural role, the empire doesn't waste talent and puts you in that job. On the darker side, Dhakaani are ''very'' xenophobic and see no place for non-goblinoids in their society (for good reason, as they could not share their eusocial bonds), at best exiling them from places they conquer, and at worst killing them all. The latter is disturbingly common, since Dar Dhakaani like to keep their existence secret to surface-dwellers and are usually quite good at it. Then you have the Ghaal'Dar, who made up the bulk of the descendants of the collapsed empire and had to deal with the fallout. Their culture degenerated into petty barbarian tribes with a might-makes-right mentality, their eusocial bond destroyed by the daelkyr Plague of Silence. They are usually ruled by hobgoblins due to their superior ability to organize vs the other two subspecies. However, during the conflict known as The Last War they united and stole a chunk of land from the human kingdoms that they named Darguun. It's their "new goblin Homeland" and they're starting to rebuild their culture from there, but nobody thinks it will last. It's ruled by an alliance of clans with the leader, Lhesh Haruuc maintaining a delicate balance of power between them to maintain stability. He's tried to institute the rule of law and has been mostly successful, but a few clans (mostly in desolate areas where they can get away with it) only pay lip service. The country has been a success so far and their culture is slowly clawing its way out of the dumps, but many are worried that when Haruuc dies it will all fall apart, so he is desperately looking for a competent successor. There's also an extra layer of Dar Dhakaani sending their spies, agents and entire squads of elite operatives masquerading as "Ghaal'Dar from remote holds" or even assassinating Darguun leaders and replacing them with Dar Dhakaani doubles to manipulate Darguun into becoming a seed from which Dhakaani empire could be rebuilt and indoctrinating Darguun goblins into old Dhakaani beliefs instead of tribal traditions they picked up after empire's collapse. It wouldn't be out of character for Dar Dhakaani to kidnap entire villages of Ghaal'Dar goblins to experiment on them in hope to reverse Plague of Silence effects. The last major cultural group are the city goblins. They're the descendents of Ghaal'Dar goblinoids who weren't killed or fled when the humans conquered the continent, and were enslaved for a few thousand years. They're mostly lower g goblins, and were released from slavery about a thousand years before the current time. They're considered tax paying citizens and have all the rights (on paper) of human or [[Demihuman]] citizens of the countries they live in. However, they tend to be poor and live as second-class citizens in many places due to racism and lack of opportunities, as well as objective reasons like short lifespan, meaning less time to get education for high-paying jobs compared to humans, and [[Warforged]] flooding the low-paying job market after the war and incidentally lowering wages for everyone else. The majority of them are loyal to their country of birth and consider themselves regular citizens, and they often dislike the Ghaal'Dar for committing war crimes during the Last War and giving goblins a bad name. Most of the ones who were sympathetic to Ghaal'Dar moved to Darguun. Goblins (like 99% of races in this setting) are not naturally evil in Eberron; they have the same range of alignments as every other sentient race. For cultural reasons they do tend towards being Lawful Neutral, but only slightly. As a somewhat curious aside, D&D goblins are yellow (mostly) compared to the more usual goblin color of green. This trait survived even after the popularization of green Goblins in most other fantasy settings, most prominently the aforementioned Warhammer Fantasy and Warcraft. A few settings sometimes portray them as shades of grey, or the previously mentioned colors with a grey tint. They're even portrayed as red or deep orange in some artwork. The D&D goblin has a ''huge'' family tree, to the point they even coined their own racial name; "[[goblinoid]]". The two most prominent goblin-kin are the [[bugbear]]s - large, hairy, brutish goblins that, arguably, are D&D's attempt to maintain the orcy archetype without making orcs & goblins officially related - and the [[hobgoblin]]s, who are literally Tolkien's Uruk-Hai. ==Gallery== <gallery> Goblin ODD1.png|Original D&D Goblin MM 1e.jpg|1e Markessa goblins A2.png Goblin Monster card.jpg|AD&D Monster Card goblin MCV1.jpg|2e Goblin MM 2e.png goblin First Quest.jpg Goblin slaver First Quest.jpg|They call him Baby-Face Goblin A0-A4.png Goblin 3e.jpg|3e Goblin 4e.jpg|4e. The only edition with GREEN goblins! Goblin 5e.jpg|5e TWBTW Jingle Jangle.png|Post-Tasha's they are looking pretty [[gnome]]y TWBTW chucklehead.png Goblin B1.png|Pathfinder goblin ARG 1.png goblin ARG 2.png Goblin SF.png|Starfinder </gallery> ==PC Stats== ===BECMI=== Goblin PCs first appeared, alongside many other "classic humanoids", as PCs in the Known World Gazetteer #10: The Orcs of Thar. Under the Basic system, they had the following crunch: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::Goblin Ability Modifiers: -3 Strength, +1 Dexterity, +1 Constitution ::Note: Like all Humanoids from "The Orcs of Thar", a Goblin has racial ability score caps of 18 in all scores bar [[Intelligence]] and [[Wisdom]], which are capped at 16. ::Note: Like all Humanoids from "The Orcs of Thar", a Goblin determines its [[Charisma]] score for interacting with [[human]]s and [[demihuman]]s by dividing its Charisma score by 3 (rounding down) and subtracting the result from 9. ::Goblin Natural Armor Class: 8 ::Can become a [[Shaman]] (8th level) and a [[Wokani]] (6th level) {| class=wikitable !Goblin's's level || XP Required || Goblin's hit dice |- |0||0||d8-1 |- |1||800||2d8-2 |- |2||1,600||3d8-3 |- |3||3,200||- |- |4||6,400||4d8-4 |- |5||13,000||5d8-5 |- |6||26,000||6d8-5 |- |7||55,000||- |- |8||110,000||7d8-5 |- |9||220,000||+2 Hit Points |- |Subsequent||160,000||+2 Hit Points |} </div></div> ===AD&D=== Goblins went on to appear in [[The Complete Book of|The Complete Book of Humanoids]]: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::Ability Score Modifiers: -1 Strength, -1 Charisma ::Ability Score Range: Strength 4/15, Dexterity 4/17, Constitution 5/16, Intelligence 3/18, Wisdom 3/18, Charisma 3/12 ::Class Restrictions: [[Fighter]] 10, [[Cleric]] 9, Shaman 7, Witch Doctor 7, [[Thief]] 12 ::Infravision 60 feet ::Can detect new or unusual constructions in an underground area with a 25% chance of success (1-2 on a d8). ::Goblin shamans have access to the Spheres of Divination, Reversed Healing, Protection and Reversed Sun. ::-1 Penalty to their attack rolls when in bright sunshine ::Monstrous Traits: Appearance (-2 to to reaction rolls), Bestial Habits (-2 to reaction rolls) ::Weapon Proficiencies: Axe, Military Pick, Morning Star Sling, Short Sword, Spear ::Nonweapon Proficiencies: Alertness, Animal Handling, Animal Training (Worg), Begging, Chanting, Close-Quarter Fighting, Fast-Talking, Fortune Telling, Hiding, Hunting, Information Gathering, Looting, Mining, Religion, Riding (Worg), Set Snares </div></div> ===3e Stats=== In 3rd edition, goblins appeared as an NPC race in the [[Monster Manual]] and were made fully playable in [[Forgotten Realms: Races of Faerun]]. They were reprinted without change in a few books after that. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::-2 Strength, +2 Dexterity, -2 Charisma ::Small ::Humanoid ([[Goblinoid]]) ::Base speed 30 feet ::Darkvision 60 feet ::+4 racial bonus on Move Silently and Ride checks ::[[Favored Class]]: [[Rogue]] </div></div> ===4e Stats=== Like in 3e, the goblin appeared as a PC class in the [[Monster Manual]] for 4th edition. However, like all such races in 4e, its statblok there was...serviceable, but underwhelming. However, one of the last sourcebooks of that edition to be published, "The Dungeon Survival Handbook", brought them back as an official race, and boy were they beefy! <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::+2 Dexterity, +2 Wisdom OR +2 Charisma ::Small ::Speed 6 squares ::Low-light vision ::+2 Bluff, +2 Stealth ::Goblin Reflexes: +1 to Reflex defense. ::Racial Power - Goblin Tactics: At will, as an immediate reaction to being missed by an enemy melee attack, you can shift 1 square. </div></div> The biggest boost that the DSHb gave, besides the flexible mental ability score boost, was a selection of racial feats and racial utility powers, both of which really strengthened the goblin's mechanics and thematics. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the list of goblin racial traits <div class="mw-collapsible-content"> ''Goblin Racial Feats:'' * Ankle Biter: +1 feat bonus per tier to damage rolls vs. creatures larger than you, +1d6 damage on critical hits against creatures larger than you. * Desperate Goblin Tactics: When bloodied, Goblin Tactics lets you shift 3 squares. * Goblin Feint: When you use Goblin Tactics, you gain Combat Advantage against the triggering enemy until the end of your next turn. * Shadowcreeper: Requires [[Assassin]] class. When you use Goblin Tactics, you shift 2 squares and gain Partial Concealment until the end of your next turn. * Sneaky Stabber: Requires [[Rogue]] class. When you deal Sneak Attack damage to an adjacent foe, reroll any damage rolls of 1 until you get a result higher than 1. * Wrist Biter: When you use Goblin Tactics, the triggering enemy takes 1d4 damage per your character's tier before you shift. ''Goblin Racial Utility Powers:'' * Fast Filch: At-will. When adjacent to a creature granting combat advantage, as a minor action, you can make a Thievery check to pick its pocket or perform sleight of hand. Level 2. * Leg Up: Encounter. When adjacent to a creature, as a move action, you can jump your speed horizontally or up to 10 feet vertically. Level 2. * Little Green Lie: Encounter. If you fail a Bluff, Diplomacy or Intimidate check, you can re-roll the check as a free action. If it was a Diplomacy or Intimidate check, you can use your Bluff modifier instead. Level 2. * Living Shield: Encounter. If you are hit by an enemy melee or ranged attack whilst adjacent to an ally, as an immediate interrupt, you can shift 1 square and transfer the hit to that ally. Level 6. * Unwitting Guardian: Encounter. When adjacent to a Medium or larger creature, as a move action, you can can shift 1 square to enter the target's space, occupying it until the end of your next turn and being hidden from all creatures except the target. Level 6. * Down and Through: Encounter. As a move action, choose a Medium or larger enemy adjacent to you and shift up to 5 squares to a different square adjacent to that creature; you can move through its space during this shift. Level 10. </div></div> ===5e Stats=== Finally, goblins appeared as a PC race in 5th edition's Volo's Guide to Monsters. Like their fellow [[goblinoid]]s, the [[kobold]], the [[orc]] and the [[Yuan-ti]], they were officially described as "unbalanced", which has earned a lot of fan flak, as this is literally an open invitation for more close-minded DMs to refuse goblin PCs - goblin fans are still hoping that WotC will eventually put out a splatbook with a "more official" and/or balanced version of goblin PC stats. Ironically, they were better off than the poor kobold. Hopes of a reboot were shattered when the Guildmaster's Guide to [[Ravnica]] came out in November 2018; whilst earlier [[Plane Shift]] articles had presented an alternative goblin statblock, the GGR simply reprinted the Volo's Guide stats below. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::+2 Dexterity, +1 Constitution ::Small ::Speed 30 feet ::Darkvision 60 feet ::Fury of the Small: Once per short or long rest, when you inflict damage with an attack or spell on a creature larger than you, inflict bonus damage equal to your level as you attack from below, probably punching the enemy in the balls. ::Nimble Escape: You can take the Disengage or Hide action as a bonus action on each of your turns. </div></div> Surprisingly enough, after a second reprint in Eberron: Rising, the children’s “activity book” Adventure with Muk gave an alternative playable writeup, specifically for the Dankwood Goblins featured. All this does though is raise +1 Wis instead of +1 Con, and replaces Fury of the Small for the Forest Gnome’s Speak with Small Beasts, letting them communicate simple ideas to Small beasts and smaller. Which is nice for the utility, I guess. As mentioned above, [[Plane Shift]] featured alternative goblin stats first - two separate versions, in fact. Whether they are better than the official versions is a matter of debate, though... ;[[Zendikar]] <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::+2 Constitution ::Small ::Speed 25 feet ::Darkvision 60 feet ::Grit: You have Resistance to Fire and Psychic damage; your Unarmored AC is 11 + Dexterity modifier. ::Tribal Affinity: Choose either the Grotag Tribe (you have Proficiency in Animal Handling), the Lavastep Tribe (you have Advantage on Dexterity (Stealth) checks made in rocky or subterranean environments) or the Tuktuk Tribe (you have Proficiency with Thieves Tools). </div></div> ;[[Ixalan]] <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::+2 Dexterity ::Small ::Speed 25 feet, Climb 25 feet ::Darkvision 60 feet ::Climber: You have a Climb speed of 25 feet if you are not encumbered or wearing either medium armor or heavy armor. </div></div> ====3rd Party Settings==== ;[[World of Farland]] <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::Ability Score Increase: +2 Dexterity ::Size: Small ::Speed: 30 feet ::Darkvision 60 feet ::Goblin Proficiencies: You are proficient with the Scimitar, Shortbow, and Light Armor. ::Nimble Escape: This is basically the same as the trait of the same name from 5e canon, except this version can only be used once per short rest. ::Subrace: Choose the Urban Goblin or Subterranean Goblin. </div></div> ''Urban Goblin'' <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::Ability Score Increase: +1 Constitution ::Urban Stealth: You have Proficiency in Stealth and apply twice your Proficiency bonus, rounded down, when making Stealth checks in Urban environments. ::Tenacious: After failing a saving throw, a skill check, or an ability check, you gain Advantage the next time that you make a save or check using that same ability score. This trait lasts until used or 24 hours have passed. </div></div> ''Subterranean Goblin'' <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::Ability Score Increase: +1 Wisdom ::Dungeon Stealth: You have Proficiency in Stealth and apply twice your Proficiency bonus, rounded down, when making Stealth checks in subterranean environments. ::Pious: You have Proficiency in the Religion skill. ::Improved Darkvision: Your Darkvision increases to 120 feet. </div></div> ===Pathfinder=== Of course the [[Pathfinder]] ruleset included Goblins, and tweaked them up a bit from their third edition version by giving them more dexterity. By Paizo's own reckoning, this puts their overall Race Points (RP) on a par with the other PC races, so should be a viable option for players, even if it is a bit uninspired. Pathfinder did considerably more to support Goblins as a usable race, for both players and DMs. An entire splatbook was dedicated to their place in Golarion, while they were also included in the Advanced Race Guide and had additional options in the Monster Codex, allowing for a respectable variety in race trait customisations, giving them things like bite attacks, perceptions boosts, weapon familiarity, among others; the ability to create a medium-sized goblin who is not a [[Hobgoblin]] (their secret is morbid obesity); a bunch of racial feats; and a handful of dedicated class archetypes, including [[Alchemist]]s with [[Awesome|flying mount companions]]. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the stablock. <div class="mw-collapsible-content"> ::-2 Strength, +4 Dexterity, -2 Charisma ::Small ::Humanoid ([[Goblinoid]]) ::Base speed 30 feet ::Darkvision 60 feet ::+4 racial bonus on Ride and Stealth checks </div></div>
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