Mordenkainen Presents: Monsters of the Multiverse is arriving on May 16 and with it comes over 30 playable races! These races have been collected from across the multiverse—from the Feywild's harengon to Theros' satyr—and have been tweaked to make them setting-agnostic.
In this article, we're going to examine a few of the all-time greats when it comes to monstrous races: the goblin, hobgoblin, and kobold. We'll discuss what's changed for these races since their original appearance in Volo's Guide to Monsters and show how to build characters around them.
Ability score Increases and Languages
Newer Dungeons & Dragons races don't come with set ability score increases. Instead, players will get to choose one of the following options at character creation:
- Increase one score by 2 and increase a different score by 1
- Increase three different scores by 1
Instead of preset language proficiencies, you'll learn Common and one other language of your choice (with your DM's approval).
Goblin
To enable more diversified goblin characters, the updates in Monsters of the Multiverse present goblins in a more positive light than previous sources. As made apparent by adding the Fey Ancestry trait, Monsters of the Multiverse focuses on how goblins originated in the Feywild and were later conquered by the god Maglubiyet when they crossed into the Material Plane.
Goblin Traits
In Monsters of the Multiverse, goblins retain all of the traits from their previous version, with slight tweaks. They are still Small creatures that are exceptionally good at hiding, escaping danger, and taking down foes that are larger than them. Their trademark ability, Fury of the Small, is slightly changed to deal damage equal to your proficiency modifier and can be used a number of times equal to your proficiency modifier per long rest. They are also granted the Fey Ancestry trait, which provides them advantage on saving throws made to avoid and end the charmed condition.
The most significant change comes from the ability to choose your ability score array, rather than having to work with a set +2 Dexterity, +1 Constitution. While this previous array was incredible for stealthy rogues, Charisma-focused bards or Intelligence-focused wizards would overlook the goblin as a viable race. Now, you could easily make a Strength-focused goblin Battle Master who wears heavy armor for defense and can use their Nimble Escape to move around the battlefield while using Fury of the Small to pump up damage.
Hobgoblin
Hobgoblins receive quite the glow-up from their grim depiction in Volo's Guide to Monsters. In Monsters of the Multiverse, hobgoblins are described as charismatic leaders who form deep bonds with their comrades. Like the treatment goblins received, Monsters of the Multiverse focuses on the hobgoblin's origins in the Feywild and ties that into their new racial features.
Hobgoblin Traits
In exchange for their martial weapon and light armor proficiencies, hobgoblins now receive an interesting racial feature called Fey Gift in Monsters of the Multiverse. It allows them to take the Help action as a bonus action a number of times equal to your proficiency bonus per long rest. Starting at 3rd level, when you take the Help action in this way, you also benefit in other ways:
- You and the creature you help gain temporary hit points.
- You and the creature you help temporarily increase your walking speeds.
- When the creature you help hits a target with an attack roll, that target gets disadvantage on the next attack roll it makes within the next minute.
Being able to take the Help action as a bonus action is already a strong ability because it grants a party member advantage on their next attack or ability check. Getting to also debuff an enemy or gain some temporary hit points make this an even more stellar resource in combat.
Previously, hobgoblins came with a set +2 Constitution, +1 Intelligence array, which provided a solid base for a tank wizard when combined with the race's light armor proficiency. The addition of the Fey Gift feature from Monsters of the Multiverse opens up the door for new builds. Combine Fey Gift with the Fortune from the Many trait—a reskinned Saving Face feature from the hobgoblin's previous appearance—and you have a solid support-focused martial class that works excellently with other martial party members. But while Fey Gift makes good use of an empty bonus action slot, builds that already have a use for their bonus action, like bards, rogues, and two-weapon fighters, might want to look elsewhere in order to maximize their action economy.
Kobold
The kobolds of Volo's Guide to Monsters is the only race to receive two ability score increases instead of the typical three. They also have Sunlight Sensitivity, which can be a challenging setback in campaigns that tend to spend more time above ground than not. In Monsters of the Multiverse, the kobold's racial traits offer a more level playing field plus abilities from their draconic ancestors.
Kobold Traits
The new version of the kobold introduces the Draconic Cry feature, which replaces the previous version's Pact Tactics. This new feature functions fairly similar in that it is a reliable source of advantage on attacks. However, it is an expendable resource, costing a bonus action and only being usable a number of times equal to your proficiency modifier per long rest. In exchange, Draconic Cry also offers allies advantage on their attacks and doesn't require an ally to be within 5 feet of you to activate it.
In place of the Grovel, Cower, and Beg racial trait, kobolds are given a new feature called Kobold Legacy. This new trait allows you to choose between a skill proficiency in Arcana, Investigation, Medicine, Sleight of Hand, or Survival, getting advantage on saving throws against the frightened condition, or a sorcerer cantrip.
Like Pack Tactics, the Draconic Cry racial trait lends itself to a martial build as it can give you advantage on attacks against enemies within melee range. This can be an excellent way to ensure you can reliably sneak attack as a rogue or when you just need to land that smite as a paladin. These martial builds will be able to make good use of either the advantage against being frightened or the sorcerer cantrip granted through Kobold Legacy. The frightened condition can be a tough one to overcome for builds lacking proficiency in Wisdom saves, and the sorcerer cantrip could be a great way to snag green-flame blade or booming blade.
A Multiverse Worth of Options Awaits
Mordenkainen Presents: Monsters of the Multiverse allows players to choose from over 30 races, each of which can be viable in any number of new and exciting builds. Players will have to be careful, however. The book also contains over 250 monster stat blocks that Dungeon Masters will undoubtedly use to put your new characters to the test!
Mike Bernier (@arcane_eye) is the founder of Arcane Eye, a site focused on providing useful tips and tricks to all those involved in the world of D&D. Outside of writing for Arcane Eye, Mike spends most of his time playing games, hiking with his girlfriend, and tending the veritable jungle of houseplants that have invaded his house.
Agreed!
Totally agree with this.
A few counterpoints:
"The oldest books in this edition have sold the most" isn't the revelatory argument it sounds like you think it is.
Not having diversity and inclusiveness is a forced political narrative. Allowing the game to mirror real-world population groups isn't cramming anything anywhere.
Lore changes over time. This happens in all serialized media. Retcons are a thing. When lore changes to bring less real-world toxicity into the narrative it's a good thing.
A few people loudly complaining is not indicative of the market overall.
I liked ToA too. But I also liked WBtW and Strixhaven. Three very different campaigns that all coexist in the same D&D multiverse.
First: Remakes are trash has basically been a long held and often proven truth with only rare exceptions. The same with series that go on too long and begin drifting too far from their original concept.
Second: You want to argue for realism and mirroring the real world but your entire point is the removal of realism and real world problems that faced large groups of people with radically different lifestyles and values prior to industrialism.
Third: See the first point, as lore changes over time and things get retconned they start to drift from the source and the more that happens the worse it looks. Simpsons, Family Guy, Spongebob, all shows that suffered from seasonal rot as the focus was lost. Most of the more recent movies where they tried to piggyback off an existing work but didn't try to add to it and instead tried to take away from often fail and get panned. Removing realworld issues that are central to lore for no reason than to capitulate to a few people's moral standards is like tossing out a plate of jalapeno poppers and replacing it with a tray of cheese sticks, and not even good cheese sticks that use oxaca just those generic store brand ones.
Fourth: *Insert palatine "Ironic" meme here*
But the Eladrins are cool, right? :D
Kinda wish they’d just let them be Fey though.
The eladrin are very cool 😊
You did make me laugh. But that doesn’t change the fact that the silent majority (and I hate that phrase cause Nixon invented it) are silent because they’re happy with the changes.
And now I really will stop arguing and go back to playing D&D.
As a DM I have been trying to figure out why dropping the set stats bother me. For me I like the low intelligent orc and the weak Kobolds. These races have a unique culture that have developed in response to the average creature stat block. The average human of course is still 10 across the board. I am starting to see the Tasha stats are for adventures that tend to stand out among their own race. My fear is their going to change the Orc commoner to be 10 across the board leading to a world of humans vs real unique races.
Thank you, thank you. This is exactly what I was trying to say. Totally agree with everything here.
I definitely agree with your last line about taking the feedback of both sides (and those in the middle) into account.
If we arent going to be able to access the old books from D&D beyond, I'm going to probably stop using D&D beyond altogether. I don't have many books on D&D Beyond anyway, I'll just stick with old fashioned books from amazon. If WoTC stops printing them, that's a problem that we NEED to protest. If D&Dbeyond is going to stop using these books then I say we pull the oldest D&D trick from the bag of holding called "Ignore cruddy rules and make your own" We'll just have to go old fashioned.
Also, I'm kinda curious to know what Matt Mercer or some of the other huge world builders think of these changes.
It's definitely in the space of "Things you can, but shouldn't, do." It's because digital is still a relatively new space, and especially for the non-technical higher-ups, they have no experience or examples of how to use this new power responsibly. Someone really should say to them "So now WotC / DDB is in the book burning business?", which is somewhat of a exaggeration since they didn't remove them from accounts that already bought them, but they are banning them from being sold. It would hopefully be enough to get the execs to see this is not a moral path they want to go down.
Underlined the relevant part. When did this stop being WotC's stance, and they move to 1984's removal of everything from the past they don't like anymore?
YES! I am down if WOTC wants to take new directions, but the ONLY thing I hate is that they are making it impossible to play with older rules because they are treating these changes as errata rather than a new edition. I hope that makes sense. I am not saying that changes are bad, I am saying they should not be overwriting the original 5E rules to do it. They should just make NEW stuff. I would LOVE MotM if only they didn't make the errata changes to the PHB, DMG, and Volo's.
Yeah. This is the truth when it comes down to it. They want you to play WoTC way and not your way. They could have easily added all this stuff as an expansion or as variants which would be just as canon but they struck down their earlier works instead. Unfortunately, societal pressures have forced the company to be politically correct and much like entertainment we now get a watered down safer version. It won't just stop here as now it has become a social DnD battleground. The best you can do is find a good GM and go back to the roots of DnD and play with family and friends where you decide what the rules are. Joining so called official games with strangers is going to become somewhat divisive as these changes will grow an elitist culture that decides that the WoTC way is the only way to play and if you are not then you are playing DnD wrong. If you and your friends are having fun with the rules you have agreed on then you are doing it the right way.
Actually, this book's content isn't treated as errata. If it was, everyone that bought Volo's and Mordenkainen's wouldn't have to pay to get Monsters of the Multiverse. However, people specifically asked that this not happen, because they wanted to be able to use their older content on this site instead of having it automatically replaced by the new stuff.
The compromise was that the older books that this new one is replacing became unavailable to buy on this site.
My comment was in reference to the actual errata they published that changed passages or removed them entirely from older books.
I will admit, however, that Campbell makes some very good points. I still don’t have a problem with WOTC doing MMM the way they did, but I can now clearly see and even to some extent agree with the counter-arguments.
I’m glad. If just one person can “see and even to some extent agree with the counter arguments” then it was worth the 💩show this comments section became.
Imagine arguing, I personally disagree with the new book but i'm not gonna hate people for agreeing with it