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Goblin

Goblin

Goblin Traits

Goblin Novice Path

Level 1 Goblin

Suggested Attributes: Strength 9, Agility 14, Intellect 11, Will 9

Natural Defense: 12

Health: 12

Bonus Languages: Common, Goblish (from ancestry trait)

  • Goblin Boons: At the start of your turn, if you are not confused, controlled, stunned, or unconscious, you can use this talent to gain a number of goblin boons equal to 1d6 + half your level and retain them until you expend them or you regain the use of this talent. When you make an attribute roll or a luck roll, you can add one or more goblin boons to your roll. In addition, if you roll a 1 on any of these boons, you can discard the result and roll again, though you must use the result of the second roll, even if it’s another. Once you use this talent, you lose access to it for 1 minute.
  • Underhanded Strike: When a creature within your reach is harmed, you can use a reaction to attack the harmed creature. Once you use this talent, you lose access to it (luck ends).

Level 2 Goblin

Health: +2

  • Goblin Tactics: When you get a success on a roll to attack a target within the reach of one of your allies, your attack deals an extra 1d6 damage. If the result of your roll was a critical success, the target also becomes Agility impaired until the start of your next turn.
  • Wicked Recovery: You can use an action to make an attack. If the roll to attack results in a success, you also heal half your damage total. If the roll results in a failure, you increase your Speed by 4 until the end of your turn. Once you use this talent, you lose access to it until after you rest.

Level 5 Goblin

Health: +2

Bonus Damage: +1d6

  • Shadow Stalk (Magical): If you are neither held nor stunned when an enemy you can see starts its turn, and you are hidden from that enemy, you can use a reaction to become invisible, move up to your Speed, then become visible again.