Homebrew:Zendikari Goblin: Difference between revisions

From Campaigns
Jump to navigation Jump to search
Created page with "{{subst:homebrew:merfolk}}"
 
mNo edit summary
 
(5 intermediate revisions by the same user not shown)
Line 1: Line 1:
[[file:merfolk.jpg|right|thumb|500px]]
[[file:zendikar goblin.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of the Merfolk race from Planeshift: Zendikar}}
{{ooc note|This is an implementation of the goblin race from [[Plane Shift: Zendikar]]}}
__NOTOC__
__NOTOC__
Curious, thoughtful, and analytical, the merfolk of Zendikar are natural scholars and explorers. In the past, merfolk society was organized around their belief in three deities. But in the wake of the reappearance of the Eldrazi, the merfolk have realized that their faith was a web of lies, built on a corrupted memory of the Eldrazi titans handed down from generation to generation. In peaceful times, the merfolk might have fought over the ultimate meaning of this revelation. But faced with the danger presented by the Eldrazi broods, the merfolk have largely set aside their differences and joined together in a united force. Old grudges still linger, but the well-being of the merfolk race—and the world—far outweigh any ancient conflicts between creeds. Merfolk are associated with blue mana, though the traditional merfolk creeds express this connection in different ways.
Goblins are an inquisitive and adaptable race hampered by their small size, their natural cowardice, and a severe shortage of common sense. They eagerly explore areas that others hesitate to enter, and obsessively fiddle with magic that more sensible folk would take careful precautions with. They prize ancient artifacts not for their inherent value, but primarily as a mark of status—for a precious trophy proves that its owner survived a delve into a deep and dangerous ruin.


== Born of the Sea ==
Goblins are associated with red mana. Their shamans are fond of spells that create or control fire and lightning to smite their foes, and they are quick to follow their impulses and passions into action without much forethought. Life to a goblin is an adventure full of new things to explore and experience.
Merfolk are an amphibious race, born and at home in the water but comfortable on dry land. Humanoid in form, they have skin of ivory, silver, russet, blue, or deep purple. Long fins extend from the backs of their forearms and calves, and their fingers and toes are webbed. The hairlike growths on their heads are either thick and bristly like the needles of a sea urchin, or long and wavy, resembling fine seaweed. In either case, these growths typically range in color from red to warm brown to black. Male merfolk have similar growths extending down from their cheekbones.


Merfolk wear little clothing unless they are armored for battle. Even then, they drape themselves with nets and a minimum of cloth, wearing armor crafted of large, bleached seashells and augmented with leather.
== Long Arms and Stony Skin ==
A typical goblin stands between three-and-a-half and five feet tall, with a slender, elongated build. Goblins’ arms are unusually long and spindly, making them adept at climbing cliffs and trees. Their skin has a stony texture, ranging in color from red-brown to moss green or gray. Their ears are large and swept back, their eyes are intensely red, and many sport heavy bone protrusions on their spines or elbows. Males have similar growths jutting from their chins, while females have heavier growths on their foreheads.
== Merfolk Traits ==
 
Your merfolk character has a number of traits in common with other members of this race.
This distinctive appearance is a direct result of the goblins’ unusual diet. Before the Eldrazi’s rise, goblins supplemented their normal diet with a kind of rock they pounded into bits and called “grit.” The presence of the Eldrazi in Zendikar has poisoned this rock, so the goblins have taken to eating powdered hedrons instead. Eating this magic-infused stone has given the goblins resistance to the maddening psychic emanations of the Eldrazi. As an added benefit, it toughens their skin, protecting them from the elements and from physical dangers.
 
== Zendikari Goblin Traits ==
Your goblin character has the following traits in common with all other goblins.


=== Ability Score Increase ===
=== Ability Score Increase ===
Your Charisma score increases by 1.
Your Constitution score increases by 2.


=== Age ===
=== Age ===
Merfolk mature at the same rate humans do and reach adulthood around the age of 20. They live considerably longer than humans, though, often reaching well over 100 years.
Goblins mature faster than humans, reaching adulthood at around age 12. They also age noticeably faster than humans, and even the most cautious goblins rarely live longer than 50 years.


=== Alignment ===
=== Alignment ===
Most merfolk are neutral, though merfolk of the Emeria and Cosi creeds have chaotic leanings.
Most goblins are wildly chaotic, though they have no particular inclination toward good or evil.


=== Size ===
=== Size ===
Merfolk are about the same size and build as humans. Your size is Medium.
Goblins average about 3 feet tall and weigh about 40 pounds. Your size is Small.


=== Speed ===
=== Speed ===
Your base walking speed is 30 feet. You also have a swimming speed of 30 feet.
Your base walking speed is 25 feet.
 
=== Darkvision ===
Accustomed to life underground, you have superior vision in dark and dim conditions. 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.


=== Amphibious ===
=== Grit ===
You can breathe air and water.
You have resistance to fire damage and psychic damage. In addition, when you are wearing no armor, your AC is equal to 11 + your Dexterity modifier.


=== Languages ===
=== Languages ===
You can speak, read, and write Common, Merfolk, and one extra language of your choice.
You can speak, read, and write Common and Goblin.
 
=== Tribe ===
Most goblins on Zendikar belong to one of three tribes: the Grotag, the Lavastep, and the Tuktuk. Choose one of these tribes.


''(Note: the merfolk language must be added to your character sheet manually.)''
==== Grotag Tribe ====
Smaller and weaker than their cousins, and with larger hands and feet, goblins of the Grotag tribe attempt to live by their wits—though seldom with much success. When a Grotag goblin has the bright idea of trying to tame fleshpiercer mites, at least a few others will be willing to follow that goblin into a nest—usually to predictably horrible results. But though the Grotag seem to have a never-ending supply of bad ideas, and a horrible ratio of bad ideas to good, the Grotag likewise seem to have a never-ending supply of Grotag. As such, by trial and error (and more error), these goblins have stumbled across a great deal of knowledge
useful for surviving the deep places of Zendikar, and for dealing with the creatures that live there. The Grotag imagine themselves to have a sort of empathy with beasts, and they lose hundreds of goblins each year to ill-advised attempts at monster taming. But, every now and again, one of these efforts is successful.


=== Creeds ===
; Grotag Tamer. : You have proficiency in the Animal Handling skill.
The merfolk race is divided into three creeds, founded on the principles of Emeria (wind), Ula (water), and Cosi (the trickster). A merfolk isn’t born into a creed but chooses it upon reaching adulthood, and it is rare for a merfolk not to choose a creed. Merfolk of the wind and water creeds aren’t hostile to each other, but members of each creed regard the other creed with a vague disdain. Members of both those creeds regard the Cosi creed with suspicion and some degree of fear, and Cosi-creed adherents tend to keep their affiliation secret. Choose one of these creeds for your character.


==== Emeria (Wind) Creed ====
==== Lavastep Tribe ====
Merfolk who followed Emeria’s creed seek wisdom and truth in the Wind Realm, exploring the mystical forces—rather than natural causes—behind historical events. They are evasive and intentionally enigmatic in their interactions with others, and are often described as manipulative and deceptive.
The Lavastep tribe is the most industrious of the goblin tribes, and possesses much hard-won knowledge of the geothermal activity in Akoum. More so than members of the other tribes, the Lavastep goblins build surprisingly effective equipment out of the crystal shards and veins of strange metals that occasionally boil up to the surface. The most warlike of their kind, Lavastep goblins frequently harass the kor, elves, and humans of Akoum.


;Ability Score Increase. : Your Wisdom score increases by 2.
; Lavastep Grit. : You have advantage on Dexterity (Stealth) checks made to hide in rocky or subterranean environments.
;Wind Creed Manipulation. : You have proficiency in the Deception and Persuasion skills.
;Cantrip. : You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.


==== Ula (Water) Creed ====
==== Tuktuk Tribe ====
Ula-creed merfolk emphasize intellectual pursuits, stressing hard evidence and reason over passion. They are analytical scholars, chroniclers, explorers, and navigators who pride themselves on being blunt and straightforward.
Among the goblins, the Tuktuk are most likely to hire themselves out as ruin guides to other races. Of course, their usual plan is to help find something of value, steal it, trigger a trap intentionally, and then run.


;Ability Score Increase. : Your Intelligence score increases by 2.
; Tuktuk Cunning. : You have proficiency with thieves’ tools.
;Water Creed Navigation. : You have proficiency with navigator’s tools and in the Survival skill.
[[category:homebrew subraces|Goblin]]
;Cantrip. : You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
[[category:homebrew 5e races]]

Latest revision as of 00:21, 8 December 2022

(OOC: This is an implementation of the goblin race from Plane Shift: Zendikar)

Goblins are an inquisitive and adaptable race hampered by their small size, their natural cowardice, and a severe shortage of common sense. They eagerly explore areas that others hesitate to enter, and obsessively fiddle with magic that more sensible folk would take careful precautions with. They prize ancient artifacts not for their inherent value, but primarily as a mark of status—for a precious trophy proves that its owner survived a delve into a deep and dangerous ruin.

Goblins are associated with red mana. Their shamans are fond of spells that create or control fire and lightning to smite their foes, and they are quick to follow their impulses and passions into action without much forethought. Life to a goblin is an adventure full of new things to explore and experience.

Long Arms and Stony Skin

A typical goblin stands between three-and-a-half and five feet tall, with a slender, elongated build. Goblins’ arms are unusually long and spindly, making them adept at climbing cliffs and trees. Their skin has a stony texture, ranging in color from red-brown to moss green or gray. Their ears are large and swept back, their eyes are intensely red, and many sport heavy bone protrusions on their spines or elbows. Males have similar growths jutting from their chins, while females have heavier growths on their foreheads.

This distinctive appearance is a direct result of the goblins’ unusual diet. Before the Eldrazi’s rise, goblins supplemented their normal diet with a kind of rock they pounded into bits and called “grit.” The presence of the Eldrazi in Zendikar has poisoned this rock, so the goblins have taken to eating powdered hedrons instead. Eating this magic-infused stone has given the goblins resistance to the maddening psychic emanations of the Eldrazi. As an added benefit, it toughens their skin, protecting them from the elements and from physical dangers.

Zendikari Goblin Traits

Your goblin character has the following traits in common with all other goblins.

Ability Score Increase

Your Constitution score increases by 2.

Age

Goblins mature faster than humans, reaching adulthood at around age 12. They also age noticeably faster than humans, and even the most cautious goblins rarely live longer than 50 years.

Alignment

Most goblins are wildly chaotic, though they have no particular inclination toward good or evil.

Size

Goblins average about 3 feet tall and weigh about 40 pounds. Your size is Small.

Speed

Your base walking speed is 25 feet.

Darkvision

Accustomed to life underground, you have superior vision in dark and dim conditions. 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.

Grit

You have resistance to fire damage and psychic damage. In addition, when you are wearing no armor, your AC is equal to 11 + your Dexterity modifier.

Languages

You can speak, read, and write Common and Goblin.

Tribe

Most goblins on Zendikar belong to one of three tribes: the Grotag, the Lavastep, and the Tuktuk. Choose one of these tribes.

Grotag Tribe

Smaller and weaker than their cousins, and with larger hands and feet, goblins of the Grotag tribe attempt to live by their wits—though seldom with much success. When a Grotag goblin has the bright idea of trying to tame fleshpiercer mites, at least a few others will be willing to follow that goblin into a nest—usually to predictably horrible results. But though the Grotag seem to have a never-ending supply of bad ideas, and a horrible ratio of bad ideas to good, the Grotag likewise seem to have a never-ending supply of Grotag. As such, by trial and error (and more error), these goblins have stumbled across a great deal of knowledge useful for surviving the deep places of Zendikar, and for dealing with the creatures that live there. The Grotag imagine themselves to have a sort of empathy with beasts, and they lose hundreds of goblins each year to ill-advised attempts at monster taming. But, every now and again, one of these efforts is successful.

Grotag Tamer.
You have proficiency in the Animal Handling skill.

Lavastep Tribe

The Lavastep tribe is the most industrious of the goblin tribes, and possesses much hard-won knowledge of the geothermal activity in Akoum. More so than members of the other tribes, the Lavastep goblins build surprisingly effective equipment out of the crystal shards and veins of strange metals that occasionally boil up to the surface. The most warlike of their kind, Lavastep goblins frequently harass the kor, elves, and humans of Akoum.

Lavastep Grit.
You have advantage on Dexterity (Stealth) checks made to hide in rocky or subterranean environments.

Tuktuk Tribe

Among the goblins, the Tuktuk are most likely to hire themselves out as ruin guides to other races. Of course, their usual plan is to help find something of value, steal it, trigger a trap intentionally, and then run.

Tuktuk Cunning.
You have proficiency with thieves’ tools.