Order of the Roll - Dungeons and Dragons Goblin - Order of the Roll

Goblin

DnD Goblins Race

Gob­lins may be small in stature, but do not under­es­ti­mate them: they are among the clever­est and most dan­ger­ous races with­in the occu­pied lands of Red Iron. Their strength does not lie in brute force like that of Orcs or Cyclopes, but in their cun­ning minds, sharp schemes, and ruth­less instinct for trade.

Mafia Families & Territory

Most Gob­lins live in the region of Sturm­wort a dark, dense­ly pop­u­lat­ed land infa­mous for its many mafia fam­i­lies, smug­gling routes, and black mar­kets. Sturm­wort tech­ni­cal­ly falls under the con­trol of the Evil Cat, but his grip is main­tained large­ly through the influ­ence of the Gob­lins them­selves.

In this region, Gob­lin lead­ers are known as mob boss­es, dons, or even god­fa­thers, and they each rule their fam­i­lies as though they were small king­doms. Pow­er and fam­i­ly go hand in hand among the Gob­lins. Many fam­i­lies have exist­ed for gen­er­a­tions, pass­ing down lead­er­ship from par­ent to child. Their crim­i­nal net­works also span gen­er­a­tions, involv­ing smug­gling, extor­tion, trade in stolen Red Iron, and dark pacts with oth­er races.

Gold, Shine & Deals

Gob­lins har­bor a deep obses­sion with gold, glit­ter­ing trin­kets, and oth­er valu­able objects even if those objects are, in truth, near­ly worth­less. What mat­ters to them is the shine, not the price. They are con­stant­ly col­lect­ing, trad­ing, steal­ing, and nego­ti­at­ing to expand their hoards.

Trade is sec­ond nature to them: Gob­lins love mak­ing deals with oth­er races, espe­cial­ly when it makes them rich­er or more pow­er­ful. But they are equal­ly infa­mous for hold­ing grudges. Betray­al is nev­er tol­er­at­ed so-called “rats” (trai­tors) are dealt with swift­ly and mer­ci­less­ly, often through pub­lic humil­i­a­tion or out­right exe­cu­tion. In many cas­es, Gob­lins rely on their per­son­al Orc body­guards: mas­sive, loy­al brutes who pro­tect them and han­dle their dirty work.

Ally of the Cat

Most Gob­lins ful­ly sup­port the Evil Cat. He under­stands their hunger for prof­it and con­trol, and in exchange for their loy­al­ty, he grants them near-total free­dom to gov­ern their own region so long as they aid him in his war. Many Gob­lins pour their resources, men, and mer­ce­nar­ies into the fight against the free regions of Red Iron. In this way, they form a cru­cial link in the sin­is­ter net­work seek­ing to tight­en its grip on the world.

Stats

  • Abil­i­ty Score Increase. Your Dex­ter­i­ty score increas­es by 2, and your Wis­dom score increas­es by 1.
  • Age. Dankwood gob­lins reach adult­hood at age 8 and live up to 60 years.
  • Align­ment. Dankwood gob­lins are typ­i­cal­ly neu­tral, though some mis­chie­vous dankwood gob­lins are chaot­ic neu­tral.
  • Size. Dankwood gob­lins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.
  • Speed. Your base walk­ing speed is 30 feet
  • Dark­vi­sion. 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.
  • Speak with Small Beasts. Through sounds nad ges­tures you can com­mu­ni­cate sim­ple ideas with Small of small­er beasts. Dankwood gob­lins love ani­mals and often keep squir­rels, bad­gers, rab­bits, moles, wood­peck­ers, and oth­er crea­tures as beloved pets.
  • Nim­ble Escape. You can take the Dis­en­gage or Hide action as a bonus action on each of your turns.

  • Lan­guages: Your char­ac­ter can speak, read, and write. Com­mon, Gram and one oth­er lan­guage that you want.
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