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.
My core issue is simple: They are removing content rather than adding new stuff. They are making the old rules incompatible with new rules by taking away the ability to play with the old rules. People who claim you can "just use the old rules" are forgetting that books get damaged or get lost. Then what? WOTC should be leaving old material and moving forward. I have 0 issue with them making Tasha's ASI the default as long as they were not touching the PHB and Volo's.
If you don't understand the difference between +2 Str & +1 Dex vs. +2 Cha & +1 Dex, there is nothing I can say to help you.
I will say I am sorry you have been playing a roleplaying game that sounds to be short of story, lore, history, but not short of munchkins.
I think in most ways we agree, races should be distinct within the DND world and not just cosmetically, we just disagree on how to best accomplish those distinctions. Either way, it seems we both agree that the new book and rules have failed us in creating distinct races.
Ah, yes. The ever-reliable Ad Hominem of undercutting my intelligence for the unspeakably revolting crime of... *checks notes* not agreeing with you.
Grow up.
The book I feel was not worth the price, dont get me wrong I have no problem with the changes to some of the more harder monster player races to make them more playable, and a few new ones but like I said not worth the price of the book. Most of the monster in the book are monsters that I all ready had from other books with a few exceptions, this experance will make me far more cautious about pre ordering so early now, lastly while I say it was not worth my money it would be a good book for a newer player who has not invested alot into books here as of yet (also it has nice art).
The problem, distinct means different. Different does not mean bad. Shallow, ignorant and scared people see or paint different as bad.
The "races" had been fine with the stats, they played to a species GENETIC strengths and societal pre-dispositions, there are tweaks that could have been made, like Matt's Orc re-write (very orcy). When/if there was to be an exception that was managed by the DM, as story-teller, rules adjudicator and game master, not by a bunch of idiots in a design room that can't even put together an adventure over 15th level or publish a book with NEW content!
Hey WoTC Thanks for the Blind Date and putting lipstick on it, but my passive perception and insight checks tell me, It's still a pig. You're doing it wrong.
half the fiends got cool buffs, the other half seemingly arbitrary nerfs....reading through it, it seems like a confused book.
A commentary on what changes were made and specifically *why* they were made would have been extremely welcome and helpful....the dybbuk for example had its corpse possession ability completly gutted, now all it does is grant the dybbuk 20THP and nothing else. Some insight into why they made such a change would be great
Alright, I'm going to make one final appeal to you, then I'm disengaging, win, lose, or draw. For all the doom and gloom that allegedly surrounds MotM, I think there's a very big question you've overlooked:
What does it matter if everyone has fun regardless of the ASI changes?
Everyone should have fun. If fun to you is hey look at these stats and not look at this story, lore and history that I get to play in, then again there is no explaining it. Someone gives you a awesome car vs. you work for and earn your first car. There is a difference there, I hope you can see it.
"Someone gives you a awesome car vs. you work for and earn your first car. There is a difference there, I hope you can see it."
I mean... either way, I get to own a car, so, again, the difference is negligible.
Now I'm disengaging.
I’d rather have the former. In fact, I did have the former.
Anyway. MMM wasn’t as epic as I was hoping it would be, but it’s still a solid reference book for monsters and new PC races. I’m happy with my purchase. And since I already bought MToF, I still have access to all the cool dwarf, elf (including drow), gnome and halfling lore in that book too.
I'm getting the distinct impression that the folks who are against the flexibility and individuality that the ASI update brings strongly believe that we're having fun wrong. I haven't been able to cobble together a better explanation for the counterintuitive arguments that adding flexibility takes something away or that being able to do any +2/+1 (or +1/+1/+1) ASI means they can't do the old default ASIs. There's a lot anger that distills down to "but that's the way we've always done it" and "but we like our stereotype tropes."
These ASI changes make it less fun for some people.
Why?
I do wish they would have included some lore in MMM on the Aevendrow and Lorendrow though (the new non-evil drow cultures on Toril).
Because those racial ASIs were part of the racial identities before, and now that’s all gone away and the races all feel more generic, more like skins with a few mechanics slapped on. Now, since there’s no “type” anymore there’s neither any thrill nor challenge in playing “against type” anymore. Now everything feels more samesame.
Besides, what did these changes add to the game? Nothing. You could already play a Goblin Barbarian, Kobold Bard, or Orc Wizard before. Anyone who let the racial ASIs hinder their roleplay in that regard was being foolish and narrow minded.
They represented a genetic design, SPECIES diversity and social conformity in that culture and make up. It was/is a defining bit of "Why are orcs stronger than humans (on average)?" because they had the bonus to strength. Flexibility is being able to assign your stats, there are games that I have played in where you place them in the order they are rolled, so you get no "flexibility" with stats. Just like you had ZERO say on if you could get the same bonuses to your strength as an elephant, or you can't breath water. Even though you had been raised by fish, still no gills. Sorry, life, genetics/heredity.
Any lore, any reasoning would be good for any other the changes. Instead we got "Here you go." derp
Then you clearly haven’t been paying attention to what people have actually been stating as to the reasons why people don’t like it.
Not to mention if the ASIs were that big an issue to you and you still wanted to play that race, you could use Tasha's optional rule.
Outside of AL, I feel like you would be hard-pressed to find a DM who would just deny you a change in ASI (at least if you gave a reason that made sense), especially after Tasha's was published.