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.
BINGO! We have a winner. This was not something they should done at all. They do NOT run our games, they provide a frame for DM's to utilize and as mentioned above any experienced or good, DM would make changes to help a player get closer to what they wanted to play within reason and scenario/campaign design.
I think a good example of this would be the Leonin and the Tabaxi where if you boil them down both are catfolk but due to environmental differences they are very different.
Tabaxi being more dexterous makes sense. In jungles of chult you have dinosaurs that would rip you apart meaning the first Tabaxi primarily survived through outright avoiding a fight or through ambush tactics. Those who were best at stealth(dexterity) would often survive longest to have kids or have the most kids causing the genetic pool to be dexterity heavy therefore after hundreds of thousands of years with the genetic pool being heavily dexterity based it would be very surprising if genetically Tabaxi didn't lean more towards dexterity. Their lore loving nature plays into the charisma as story tellers. When from as a young kid you were told all kinds of stories and probably in turn expected to tell some of your own as you got older it would only be natural you ended up developing some charisma.
Leonin on the other hand live out in the plains where stealth tends to be limited at times meaning that their only reliable choices are fight or flight. This in turn means they tend to be strong in arm(strength) to fight whatever threatens you as well as strong in body(constitution) to be able to maintain running long distances to out run a threat or your prey and being able to take a beating. When those are your primarily means of survival it would make sense that the societal influences would be more focused on you developing those aspects over any others.
You have two species that are catfolk but from their ability scores you are able to extrapolate some of the societal and environmental lore behind them. What does their society value on a personal level and a means of survival in their environment. The specialness of a player character doesn't come from them for some strange reason having a inbred family that went against this norm but by the fact that even though it is customary for a Leonin to be a warrior that they instead pursued the path of a wizard. The fact that they are physically stronger then most wizards due to their heritage makes them stand out more. Someone choosing to have average strength in a world where somehow everyone is genetically the same doesn't make you standout, it makes you average. There is no sense of you spending time in the early stages of your training struggling to become this wizard.
Okay, just to make sure I'm not misunderstanding the point you're trying to make, you're upset at the ASI changes because it flies in the face of genetics? Like, an Orc with +2 INT and +1 WIS makes as much sense as a fish that swings through trees and an elephant that can breathe underwater?
Eldritch_Queen
Just read Dradka's post above. We are having a disconnect here where you keep coming back to +# and not seeing the actual topic at hand.
I still think rules that allow you to create orcs with extraordinary Int and Wis (like the character of Urzmaktok in Strixhaven) are a good thing.
You could already create that character, just put your hight stats in those Abilities. Simple as that.
But this rule gives him a bonus to the stats he really wants. It’s just better.
If the only thing preventing you from making that character before was the lack of optimized racial ASIs, that limitation was self imposed.
Rule 0 and Tasha's OPTIONAL rule. If you can explain why your orc is physically different from the rest of your race, go for it.
But you give a bad example. You could absolutely be an orc just like Urzmaktok even with standard array and the standard orc ASI. Look at his portrait. He HAS that orcish strength for sure. Strength might not even have been his dump stat. By the time you reach second year like him, you will be 4th level. That means you can bring your INT up to 17. You know what else has an INT of 17? A CR 6 mage. Lorehold, and Quandrix pledgemages. You would have HIGHER intelligence than the PROFESSORS of the other colleges not mentioned. As a second year orc student using the static ASI and standard array. How is that anything but extraordinary? Being able to pick would make an orc like that LESS extraordinary.
Edit in case someone thinks I'm being mad: the all caps should really be italicized, but I'm on mobile, i don't feel like switching to the desktop site just to make pretty text, and I don't know if there's any sort of inline formatting that can be done via markup/down/left/right/b/a/start or whatever.
You want to know why I keep coming back to the +# thing? Because despite your dogmatic insistence to the contrary, that is exactly the real topic at hand. This "lack of uniqueness" you keep harping on about is 100% manufactured controversy so you can feel justified in whining about how it's harder to be different for its own sake, which is something you should not be doing in the first place. There's no value in being different if the only thing you contribute is that... you're different.
Hate me all you want, spam my notifications with replies that I'm a corporate shill who's too stupid to think for himself; it won't change the fact I'm objectively correct, and you're getting upset over literally nothing.
If all you care about is the game mechanics that is fine but there are people who also care about the roleplay and world building aspect as well. Fundamentally this whole thing is the role players/world builders are feeling like their form of enjoyment is under attack by an optional rule for the gamers becoming the core rule instead of just being an optional rule. For now any new playable character species will most likely follow this format which puts more work on the DMs who care about world building to try and read up on all the lore behind them to set ability scores based on what would make sense behind that lore.
Keep telling us why we dislike the change and what we mean by the things we say. That's definitely going to help move the discussion along. We don't hate you, and we aren't spamming you. "I'm leaving this conversation" does not imply that you'll come back if someone addresses the strawman you've argued against. You clearly have no intention of trying to see the other side of the argument, so I won't be responding to you after this, and I advise everyone else against it as well.
I don't know why everyone is fighting so brutally in these comments. I find it hilarious. My point, and I would argue the points of many others, is that if WOTC started 5E with these changes then I would be 100% okay with that. The issue is that these changes were not the default at the start of 5E, meaning that the change to the Tasha's Optional ASIs feels messy and screws up the compatibility between 5E books. If Tasha's had remained an optional rule OR they had included an optional rule in Monsters of the Multiverse that designated the "default" ability score increases I would be totally okay with this book. However, they are not allowing people to play the way they want. They are trying to force these new rules down the throats of players. I'm not pro or anti free or assigned ASIs by race, I just want consistency across the board, or at least compatibility.
There is no good reason for them to have omitted a small tab that gave default ASIs by race for players who were using PHB rules. Easy as that, and everyone is happy. It's harder to make up ASIs than it is to ignore them.
If that had been the default for 5e from the beginning I would have never purchased a single 5e book. To me, racial ASIs are an integral part of D&D. It was one of the first things I checked before purchasing the PHB was that there were still racial ASIs. The fact that Elves are more nimble than other races and dwarves are more stout and Orcs are stronger, etc., that’s part of what makes D&D D&D to me. The fact that it’s all going away, it no longer feels like D&D to me anymore.
I'm sorry to hear that. That's the core issue for me. If 6E has no racial ASIs I am 100% fine with that. Just don't like to see companies backpedaling and damaging the structural continuity of their systems.
I’m sorry to have to say it.
Agreed, my only real gripe over all this is it being forced instead of optional and anything new will most likely follow this format. It is nice having that baseline to work with for world building so I don't have to go about filling in the blanks for every single creature myself. If I deviate from that baseline it is a conscious decision I have made for one reason or another.
Yep. Same here. I genuinely just don't get the argument of either extreme side.
I feel like the change to ASI is just a part of what annoys many players. There are a lot of changes to make the game more inclusive, like deleting information about common alignments in races, taking things away that make the race unique.
Some of the most interesting part of playing a good drow or a goblin, is that you would be the outcast, the one righteous among the evil. It's a cool story, that made Drizzt so popular. Or I could play a standard member of my society. A gruff and strong dwarf, or a nimble and haughty elf.
I think most players (I might be wrong), prefer to be given a description of a race, and then choose to be that way, or be different. If every race is the same from the get go, it only boils down to the looks an racial traits. Your race doesn't matter anymore.
If there are no differences in alignment between races, it makes everything morally grey. That's great for some games, but for those of us raised on LoTR, it's not something we want in D&D. We want the uncommon friendship between a dwarf and an elf, we want to fight evil orcs. The world is grey enough, D&D doesn't need to be as well.
You know I always find it interesting how people react to making things inclusive by using conformity actions. Its like the only way people know how to making things inclusive is by making everyone be the same when the whole point of inclusivity is that people aren't the same. The only thing I know I have in common with anyone here on this forum is we all enjoy table top role-playing games. Beyond that our other interests, personality, world view and so on could be worlds apart. The fact that they are trying to make every race more or less the same goes against inclusivity as that is conformity.