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.
Thank you! I can totally understand why people like Tasha's rule! I like it! I just don't want it to be the new required rule, and you're the first person in this thread I've seen that can see that some people like to have either option. I do agree with what you say about lack of new lore. It feels like they're trying to have the players and DMs make up the lore for them, which -while fun- is not our job. Lore is something that's supposed to come packaged with the race.
Notice how they skirt around directly saying that their doing away with set racial ASIs
Agreed.
Not a fan of the changes to Kobold and Hobgoblin. They were fine the way they were. New features seem a bit 'meh'. Why take away the martial weapons feature from Hobgoblin? And why take pack tactics from Koblods? Also, advantage against being frightened doesn't feel very Koboldy. Maybe when there's a bunch of them. Wouldn't something to do with traps be a bit more appropriate? If you are going to mess around with things like this, are you better off doing it in you next edition? I spent money on Volo's and Mordenkainen to get these as playable races, by releasing a book for the same edition with different stats and features have you made those books obsolete? Won't this cause problems for games when people have different versions of the same race and making the DM's life a lot harder. I know you need to sell books and stuff to make money, you are a business after all but couldn't you make NEW things instead of rehashing stuff people already like? Or publish other people's campaign settings as official content (with permission obviously)? The Drakkenheim setting from the dungeon dudes is amazing, I'd love to see that on dndbeyond. We got Wildmount, why not Drakkenheim? We're not short of really great sources and bringing them in would boost your content, generate revenue and bring fresh stuff to an already amazing game.
I know it's not that simple, mostly because of lawyers, but you get the gist. Make not remake. Add instead of changing. Why not introduce the new ones as variants instead of revisions?
Thanks for allowing input.
-casually screenshots the goblin image-
It's May 16 and the book still shows as Coming Soon and I can't access it.
In all seriousness, though, I kind of find the changes interesting. I'm not a absolute dnd fanatic who memorizes every word of every book, but I do love myself some dnd, and I love monstrous races like kobolds and goblins, so this glow-up for them is something I really resonate with.
Me either. Maybe it’s really coming out tomorrow? WOTC usually releases stuff on a Tuesday.
Maybe it'll be today at 11:59 pm.
That makes sense.
Nice article, but I still can't stand that gobinoids, the default cannon-fodder evil monster in D&D for 40 years, are now "not that bad". Thanks for undoing an entire race's legacy, WOTC. All they fey stuff they've added in makes goblins feel like the mischievous pranksters of fairy tales, a stereotype that classic fantasy, which D&D was THE game of, fought against.
I do think the original intention for changing goblinoids was to make it so you can't say "If you see a member of this race you can kill it on sight because they're all evil!" But at this point they're taking away the culture of Goblinoids under Maglubiyet, which was to make an empire. Maglubiyet literally killed the goblins' god in order to take over them. Now they're just...like fey? What about elves? That was their whole thing, being descended from faeries! Now the guys they're supposed to hate and fight against are just other fey-descended people?
Give us humanoids that are commonly bad WotC! We aren't wanting you to say that they are inherently evil as a race, you've never had that in 5e! Look at Drizzt! He's still a drow, he's not inherently bad! It's the culture of drow that worship Lolth that is bad! Give us more evil cultures with certain races, and then give us heroes from that culture! Why haven't you made any goblin heroes? Or orc heroes? Maybe even a Lizardfolk or Yuan-ti hero?(Those last two might be a little hard considering they like don't have emotions, and it's a bit weird that they haven't removed that at this point considering all of their other changes.)
That is called bullshit and just say it comes out May 17
"Optional rule" with D&D releases has always been a fallacy; in actual practice, this is how we will be expected to run these species at the table unless every a majority of the table cares enough to be in active opposition to the new rules, which just isn't gonna happen.
ASI's aside, Goblins are way lamer now with these new rules. Fey ancestry really ain't nearly as potent as the original FotS, which is a problem considering the flagrant power creep of the past few years.
I hope D&D Beyond just adds these new races as an alternative option rather than replacing them in character creation.
That hobgoblin bonus action help feels really strong considering it's not only Aid Other as a bonus action, but also gives temp HP, move speed, and gives the enemy disadvantage on an attack in return. And all they lose is some proficiencies that odds are their class will grant them anyhow if relevant to the build.
While that is true you can remove or change whatever you want, the problem becomes with balancing all the combinations of abilities. 5e already had/has an issue with balance now by making all classes “equally” viable it will be a lot easier to stumble upon broken builds and ability combinations. Just like Pathfinder 2e the illusion of choice will take over and everyone will play Hobgoblins because bonus action help is broken or it is the most optimal option.
The issue with changing the maximum for each race is that then you have an actual clear cut advantage of one race or another for certain classes or builds. You will never be the best wizard you can be if you choose to be an orc. Your modifiers will be limited based on your choice of race.
I understand why people would like either system as well. The reason I don't like what they did with this book is that they're taking away one of the options. Previously, you had the static ASI as the default with the optional rule to pick your ASI.
The issue is that now if the DM plans to use the now official default floating ASI rule, a character who wants to play a unique combination because of the challenge imposed by the race being at a slight disadvantage in terms of ability scores, that player now needs to ask "can you all change your characters so I can play my character the way I want to?" Previously, the question would have been "do you all mind if I use a different ASI than the official one as per the optional rule from Tasha's (most likely also having a decent reason for the exception)?"
Do you see the issue here? It's much more reasonable to expect someone who wants to be an exception to ask to be an exception than it is for someone who doesn't want to be exceptional to ask everyone else to not be exceptional as well.
I actually kind of agree with the removal of racial armor and weapon proficiencies. Those are the result of training, not something inherent to the race. Dwarves had heavy armor proficiency because dwarves are typically trained for it. Hobgoblins had martial weapon proficiency because they had a warlike culture and trained their children from a very young age. If your character was a hobgoblin but not raised by hobgoblins or existed in a society with different values, they would not have martial weapon proficiency.
They absolutely should have been variants, and I still hate that they are now baking in the once-optional rule.
How have optional rules been a fallacy? Most tables to my knowledge use the default stat generation method (rolling). Some use standard array or point buy. Most tables use the standard encumbrance rules (if at all), while some like the gritty realism of the optional levels of encumbrance. Most groups use the standard rest rules, while some use the optional gritty realism or heroic rules. Most groups use the standard rules on lingering injuries (i.e. none), while some implement that optional rule. Where's the fallacy? Tasha's introduction of flexible ASIs were an optional rule. Most people still used the static ASI, but some used the optional rule. Now there is no optional rule, and Tasha's is the only rule.