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.
very agree
high level of agree
when everyone is special it means nobody is.
That’s not true. Everyone’s special in their own unique way. That’s what flexible ASIs can give you.
Unique ≠ Special
What’s the difference?
Unique simply means unlike anything else.
Special means exceptional, as in an exception to the norm, or better than the rest.
We are all unique, just as every PC has always been unique. But if there is no normal, then there can be no exceptions to that norm, and therefore nothing can be special. Every Diamond is unique, but only very few are exceptional. If everyone is “special,” then no one is.
Well put.
this is where I land on it as well. I admit my knee jerk reaction was 'just why??' but its just another option after all and we can still use and define all of the fantasy races precisely as our stories need them to be. I dig the changes quite a bit now
That unicorn hat give you +10 wisdom and charisma or something? I want one. That Alicorn of Aristotle.
Edit: There. I am now wisdomous. *Drool drips from mouth as it turns out this is the item equivalent of a bag of devouring*
Removing the negative from Orcs intelligence removes their motivation for attacking other cultures. In my world that -2 keeps their people at the level of hunter gathers. During times of limited resources they seek food from more advanced cultures.
Without the -2 we are back to Orcs are just evil. Our weaknesses say just as much about us as our strengths. Having stat bonuses and negatives give insight into a culture of different races based around their races strengths and weaknesses. If every race start at a bass 10 across the board then we have nothing that reflects that culture in the individual.
All WOTC had to do to fix the problematic language in D&D was to change the term "race" to "species". The word "race" carries a lot of negative connotations, and I can understand why others might be distressed by the language in the game because it references race alongside words like "evil", "primitive", or "lesser". However, you fix every issue by changing the name to "species".
as with ANY rule in the game, It is up to your DM. And nothing says that you can just take the stat bonuses that they used to get still.
But the whole purpose of the rules is to make the lives of DMs EASIER. This change makes it more difficult and more confrontational.
A player wants a different ASI in the old approach:
Player: "Can I have a different ASI?"
DM: "Sure, as long as you have a reason in your backstory for the change (latter part being optional)"
Player: "Awesome! Thanks!"
Both individuals leave feeling a warm bubbly feeling.
A player wants a different ASI in the new system:
DM: "I noticed you gave your character the non-standard ASI. Bill wants to play against type. Do you have a reason in your backstory for the different ASI?"
Player: "Non-standard ASI? What are you talking about? I just followed the official rules to make my character."
DM: "Well, I'm going to need you to think of a reason for your character to be physically different from the rest of your species or use this specific ASI."
Player: "This is ridiculous. So you want me to be weaker?"
Everyone comes out of the exchange feeling worse with Bill also feeling like he's to blame.
.
I don’t understand what these people are fighting over. Under the new rules the ASI is +2/+1 to any stats the player chooses. What’s to fight over? And who’s Bill? I just don’t get it.
What he means is that the change to rules makes it more difficult to use the PHB rules. They could have just added default ASIs as a side tab. That's what people hate.
I feel like something is missing here.
They seem to forget that most of their money comes from DM's I would wager, I have hundreds of D&D books/modules/etc. Purchasing 3 copies for Roll20, D&D Beyond and physical copies of 17 source books and 19 of the official adventures. 36 5e books x 3.
Don't make more work for your DM's, we don't like that. People are looking for them, and it is getting to be a pain to be one! Edit: This game fails without DM's; DM's like to play also, so there will ALWAYS be players.
And all attempts to elaborate have fallen on deaf ears, so I genuinely don't know how to make any progress.
"Here's why we're annoyed"
"That's dumb."
"Maybe if I explain it this way?"
"I like being able to pick my ASI."
"You were able to before. You just needed to ask."
"Well you can just use the scores you would have gotten before. Let me argue against this strawman I made."
"That's not the issue at hand. We don't want to play a character combination because it's a bad combination. We want to play a character combination despite the fact that it's a bad combination. It can add a lot of depth to a character that is naturally tied in to the world's lore that way. Now we can't do that because there is no going against an inherent 'bad' (extremely minimally bad) combination when the default rule means there are no inherent 'bad' combinations. We can't tie overcoming our 'bad' combination to the lore of the world if it is not an actual part of that world."
"I don't get it"
Rinse and repeat.
You can still use the old ASIs