PDA

View Full Version : D&D 5e/Next Goblin Paragon



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.

Ramsus
2019-11-20, 04:58 PM
How does the "fire and bludgeoning" damage part of Bombs! Bombs! Bombs! work? I ask because in my own stuff I've been told 5e doesn't really have a way of handling individual damage dice having more than one damage type.

Why doesn't Toxic Bombs! allow the option of Poison damage? (I understand why it's not only the option of poison damage, given how many things resist/are immune to poison damage. But it would be weird for it to not be an option against something that was immune to acid but not poison.)

Hit Fast seems a little underwhelming since the class's race restriction guarantees you can already Disengage as a bonus action. Unless monster features that can take opportunity attacks against creatures that are Disengaging is a lot more common than I realize. I might suggest as an alternative being able to use Nimble Escape to make a check to escape a grapple.
Edit: Or is the idea here that you'd be probably using your Bonus action for two weapon fighting attacks? If that's the aim then it makes sense as is.
Edit 2: Though a choice between the two would make it less build style restrictive. *shrug*

Onos
2019-11-20, 05:11 PM
This looks cool! Really thematic, and seems like it'd be fun to play.
I think Goblinimax and Goblinmost could stand to be a bit stronger to be honest, and maybe a ribbon or two throughout progression. Personally I think getting to count as a size larger like Goliath would be pretty cool.
Honestly other than that I'd just say it could do with some sort of shaman subclass (counterpart to Eldritch Knight/Arcane Trickster) and maybe a "heavy-hitter" subclass (maybe with extra attack?) to round things out.

Old Harry MTX
2019-11-21, 01:37 AM
How does the "fire and bludgeoning" damage part of Bombs! Bombs! Bombs! work? I ask because in my own stuff I've been told 5e doesn't really have a way of handling individual damage dice having more than one damage type.

...

Maybe a wording like Meteor Strike should be better.

Nielspeterdejon
2019-11-22, 09:57 AM
Goblins are always awesome!

Potato_Priest
2019-11-23, 01:15 AM
I'm not sure what should be done to achieve this, but I feel like this class should get some of the more interesting boosts at lower levels. In the 1-9 range (commonly agreed to be the most common levels of play), this basically plays like a rogue, with only the following differences.

1. You get Darkvision boosts (the only significant advantage over an equal level goblin rogue, from what I can tell)
2. You don't get dash as a bonus action until level 5
3. You don't get uncanny dodge
4. You get less expertise, and you get it later.
5. You don't learn thieves' can't, not that this matters at all.
6. Your sneak attack progresses slower.
7. For your subclasses, you can choose between a weak AOE option and almost keeping up with the rogue in sneak attack damage, eventually becoming a knockoff swashbuckler.

So, in the level 1-9 range, it's almost exactly the same as a rogue, except where it's worse. Perhaps adding in some of the more interesting goblin features could help differentiate it a bit. The goblin bosses' ability to make teammates take attacks instead would certainly be an interesting option as a replacement for uncanny dodge.

Onos
2019-11-24, 06:05 AM
I'm not sure what should be done to achieve this, but I feel like this class should get some of the more interesting boosts at lower levels. In the 1-9 range (commonly agreed to be the most common levels of play), this basically plays like a rogue, with only the following differences.

1. You get Darkvision boosts (the only significant advantage over an equal level goblin rogue, from what I can tell)
2. You don't get dash as a bonus action until level 5
3. You don't get uncanny dodge
4. You get less expertise, and you get it later.
5. You don't learn thieves' can't, not that this matters at all.
6. Your sneak attack progresses slower.
7. For your subclasses, you can choose between a weak AOE option and almost keeping up with the rogue in sneak attack damage, eventually becoming a knockoff swashbuckler.

So, in the level 1-9 range, it's almost exactly the same as a rogue, except where it's worse. Perhaps adding in some of the more interesting goblin features could help differentiate it a bit. The goblin bosses' ability to make teammates take attacks instead would certainly be an interesting option as a replacement for uncanny dodge.

You make some pretty good points actually. How about:
Goblinier - Darkvision to 120ft, Fury of the small (proficiency times per rest), Nimble Escape allows a willing adjacent ally to take half damage of your hit, or you can take half damage for an adjacent ally.
Gobliniest - Darkvision to 150ft, basic version of Fury of the Small always applies to your attacks (like Improved Smite), blindsense 30ft.
Goblinimax - Darkvision upgraded to deal with magical darkness, Dodge with Nimble Escape, you can use your Fury of the Small to gain advantage on your attack.
Goblinmost - gain advantage on perception checks, Fury of the Small adds an additional damage die, regain half your uses of Fury of the Small on rolling initiative.
Levels 7, 10, 13, 18 gain 5 ft move speed.