JNAProductions
2019-11-20, 03:32 PM
HIT POINTS
Hit Dice: 1d8
Hit Points at 1st Level: 8+Constitution Modifier
Hit Points at Higher Levels: 1d8 (5)+Constitution Modifier
PROFICIENCIES
Armor: Light Armor
Weapons: Simple Weapons, Shortswords, and Hand Crossbows
Tools: Thieve's Tools
Saving Throws: Dexterity and Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-Any two weapons you are proficient in. If thrown, you get two additional copies. If it uses ammo, it comes with 20 pieces.
-Leather Armor and two daggers.
-Any one pack.
-Thieve's tools.
Goblin Paragon
Level
Proficiency Bonus
Features
Sneak Attack
1st
+2
Expertise, Sneak Attack, Goblin Exclusive
1d6
2nd
+2
Goblin Mk II
1d6
3rd
+2
Archetype
1d6
4th
+2
Ability Score Improvement
2d6
5th
+3
Goblinier
2d6
6th
+3
Expertise
2d6
7th
+3
Evasion
3d6
8th
+3
Ability Score Improvement
3d6
9th
+4
Archetype Feature
3d6
10th
+4
Gobliniest
4d6
11th
+4
Reliable Talent
4d6
12th
+4
Ability Score Improvement
4d6
13th
+5
Archetype Feature
5d6
14th
+5
Expertise
5d6
15th
+5
Goblinimax
5d6
16th
+5
Ability Score Improvement
6d6
17th
+6
Archetype Feature
6d6
18th
+6
Elusive
6d6
19th
+6
Ability Score Improvement
7d6
20th
+6
Goblinmost
7d6
Expertise
Choose any two skills or tools you have proficiency in. Your proficiency bonus is doubled for them. Pick two again at levels six and fourteen.
Sneak Attack
As a Rogue, but scales slower. 1d6 per three levels, rounding up.
Goblin Exclusive
This class is only available to goblins.
Goblin Mk II
Your goblinoid abilities are improved at level two. Your Darkvision extends to 90', and your Fury Of The Small can now be used on any creature.
Archetype
Choose whether to be a Goblin Bombardier or Cutthroat.
Ability Score Improvement
Usual levels, usual deal.
Goblinier
You are a true goblin, a goblin among goblins! Your Darkvision improves to 120', your Nimble Escape now allows you to Dash, and your Fury Of The Small is now usable twice between rests.
Evasion
When subject to a Dexterity saving throw for half damage, you take no damage on a success, and half on a failure.
Gobliniest
You're the most gobliny goblin to ever goblin! Your Darkvision improves to 150', your Fury Of The Small is usable three times between rests, and your land speed improves by 5'.
Reliable Talent
Whenever you make an ability check that adds your entire proficiency bonus or more, replace any results of less than 10 with 10.
Goblinimax
Super goblin! Your Darkvision improves to 180', your land speed improves by another 5', and you can, once per short rest, Dodge with Nimble Escape.
Elusive
Enemies cannot gain advantage on attacks against you.
Goblinmost
The ultimate goblin! Your Darkvision improves to 210', your land speed improves by another 10', and you can now Dodge with Nimble Escape twice between rests.
Bombardier
Bombs! Bombs! Bombs!
At level three, you can improvise explosives out of seemingly nothing. You can, as an action, chuck one out to 30' (or 60', but then any saves it provokes are made with advantage). All creatures within 5' of the impact point must make a Dexterity save against a DC of 8+your Proficiency modifier+your Intelligence modifier, taking your Sneak Attack damage in fire and bludgeoning on a failed save, or half on a success.
Newer And Shinier Bombs!
At level nine, your bombs count as magical for the purposes of overcoming resistance and immunity. You may also choose to have your bombs deal cold or lightning damage.
Toxic Bombs!
At level thirteen, your bombs can deal acid damage. In addition, you can halve the damage dealt to change the save to a Constitution save that also inflicts the poisoned condition until the end of your next turn on a failed save.
Bigger Booms!
At level seventeen, your bombs can have a radius of up to 15', chosen when you throw it.
Cutthroat
Hit Hard
At level three, your Sneak Attack dice improve to d8s.
Hit Fast
At level nine, you do not provoke attacks of opportunity for moving on your turn against a creature you attacked that turn.
Kill Fast
At level thirteen, you may make an additional attack as part of the same action when your attack kills a creature.
Kill Good
At level seventeen, your Kill Fast attacks now all gain Sneak Attack damage, provided the initial attack had it and you do not make your attack with disadvantage.
Hit Dice: 1d8
Hit Points at 1st Level: 8+Constitution Modifier
Hit Points at Higher Levels: 1d8 (5)+Constitution Modifier
PROFICIENCIES
Armor: Light Armor
Weapons: Simple Weapons, Shortswords, and Hand Crossbows
Tools: Thieve's Tools
Saving Throws: Dexterity and Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-Any two weapons you are proficient in. If thrown, you get two additional copies. If it uses ammo, it comes with 20 pieces.
-Leather Armor and two daggers.
-Any one pack.
-Thieve's tools.
Goblin Paragon
Level
Proficiency Bonus
Features
Sneak Attack
1st
+2
Expertise, Sneak Attack, Goblin Exclusive
1d6
2nd
+2
Goblin Mk II
1d6
3rd
+2
Archetype
1d6
4th
+2
Ability Score Improvement
2d6
5th
+3
Goblinier
2d6
6th
+3
Expertise
2d6
7th
+3
Evasion
3d6
8th
+3
Ability Score Improvement
3d6
9th
+4
Archetype Feature
3d6
10th
+4
Gobliniest
4d6
11th
+4
Reliable Talent
4d6
12th
+4
Ability Score Improvement
4d6
13th
+5
Archetype Feature
5d6
14th
+5
Expertise
5d6
15th
+5
Goblinimax
5d6
16th
+5
Ability Score Improvement
6d6
17th
+6
Archetype Feature
6d6
18th
+6
Elusive
6d6
19th
+6
Ability Score Improvement
7d6
20th
+6
Goblinmost
7d6
Expertise
Choose any two skills or tools you have proficiency in. Your proficiency bonus is doubled for them. Pick two again at levels six and fourteen.
Sneak Attack
As a Rogue, but scales slower. 1d6 per three levels, rounding up.
Goblin Exclusive
This class is only available to goblins.
Goblin Mk II
Your goblinoid abilities are improved at level two. Your Darkvision extends to 90', and your Fury Of The Small can now be used on any creature.
Archetype
Choose whether to be a Goblin Bombardier or Cutthroat.
Ability Score Improvement
Usual levels, usual deal.
Goblinier
You are a true goblin, a goblin among goblins! Your Darkvision improves to 120', your Nimble Escape now allows you to Dash, and your Fury Of The Small is now usable twice between rests.
Evasion
When subject to a Dexterity saving throw for half damage, you take no damage on a success, and half on a failure.
Gobliniest
You're the most gobliny goblin to ever goblin! Your Darkvision improves to 150', your Fury Of The Small is usable three times between rests, and your land speed improves by 5'.
Reliable Talent
Whenever you make an ability check that adds your entire proficiency bonus or more, replace any results of less than 10 with 10.
Goblinimax
Super goblin! Your Darkvision improves to 180', your land speed improves by another 5', and you can, once per short rest, Dodge with Nimble Escape.
Elusive
Enemies cannot gain advantage on attacks against you.
Goblinmost
The ultimate goblin! Your Darkvision improves to 210', your land speed improves by another 10', and you can now Dodge with Nimble Escape twice between rests.
Bombardier
Bombs! Bombs! Bombs!
At level three, you can improvise explosives out of seemingly nothing. You can, as an action, chuck one out to 30' (or 60', but then any saves it provokes are made with advantage). All creatures within 5' of the impact point must make a Dexterity save against a DC of 8+your Proficiency modifier+your Intelligence modifier, taking your Sneak Attack damage in fire and bludgeoning on a failed save, or half on a success.
Newer And Shinier Bombs!
At level nine, your bombs count as magical for the purposes of overcoming resistance and immunity. You may also choose to have your bombs deal cold or lightning damage.
Toxic Bombs!
At level thirteen, your bombs can deal acid damage. In addition, you can halve the damage dealt to change the save to a Constitution save that also inflicts the poisoned condition until the end of your next turn on a failed save.
Bigger Booms!
At level seventeen, your bombs can have a radius of up to 15', chosen when you throw it.
Cutthroat
Hit Hard
At level three, your Sneak Attack dice improve to d8s.
Hit Fast
At level nine, you do not provoke attacks of opportunity for moving on your turn against a creature you attacked that turn.
Kill Fast
At level thirteen, you may make an additional attack as part of the same action when your attack kills a creature.
Kill Good
At level seventeen, your Kill Fast attacks now all gain Sneak Attack damage, provided the initial attack had it and you do not make your attack with disadvantage.