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.
Two things: Amazon is having a half price sale on DnD books. Pick up that copy of Volo and Mordenkainen for $50.
and traditional racial bonuses can be found here
https://www.worldanvil.com/w/land-of-the-fallen-7Blandfall7D-masterwitch/a/racial-bonuses-article
hope this helps
Another time I wish I could thank an article comment.
I hope new players can see this.
Kobold is boring now. A moment of silence for our smol scalie friends.
Let's be honest, it doesn't take much imagination to know what stat bonuses are appropriate for most of the races.
Personally, however, I don't understand that perspective. PC's are meant to be the exceptions to the norm, for whom the typical limitations of their people are less of an issue. Let's say for example the old "guidelines" for a race, of an Orc, with +3 Str, -1 Int. Let's flip it on its head and make an orc with +3 Int, -1 Str. He took a warlock pact in exchange for knowledge, but the pact has taken its toll on his physical form, atrophying it. We just wrote Gul'dan. He's still an Orc, so I'm not going to entirely dump his str or con, I'll still keep the modifiers for them comfortably in the positive, he's just physically disadvantaged compared to his fellow orcs, but a lot smarter. He's still an orc in all the ways that matter, he just has a cool backstory concept and now his stats and sheet, as Matt Colville described them, "an imperfect representation of the character you’ve imagined", are better able to represent the character. How about this one. A group of humans find a diminutive baby alone in the wilderness. They assume it to be a lost member of the nearby dwarven barbarian tribe and leave it on their doorstep. Unfortunately, it's not a Dwarf, it's a halfling. To represent that this halfling would spend his / her days eating nothing but protein and living a life of the swole, he now has +2 str and +1 dex instead of the typical +2 dex and +1 whichever. Nobody is saying that characters can or should be wildly different from their species just for the fun of it, we're just happy that gameplay restrictions have made way for narrative, that the character sheet can now better represent the characters in our head.
Agreed!
Um no that's a blatant lie. none of the new races have even suggested ASI's so from now on we that like the static ASI's are Out of luck. fairy, the rabbits, the owls. nada. and also none with the reprints so it's hassle to go dig up the old version if you want to know what your stats would have been. before the people that didn't like em could always ignore. now we that want to use them HAVE to assign ourselves. yeah if it's an orc we can look it up but if it's not well sucks to be us huh?. Wizards and people like you have taken away our choice to make you feel better about yours.
and that's before we even get into how lazy the lore was for the new stuff. it's just "hey they're whatever you want" I like to have a baseline culture to go off of. so no this is blatantly SUBTRACTION not ADDITION.
After seeing the changes, lore, artwork, ASI and what not I'm comfortable in not sinking money into 5E, or at least into DB and WotC. The only things I bought so far was warforged and war domain. That was also before all this. However, if I could I would probably refund because I don't play MTG for this sole reason of making previous content out-dated and non-purchasable. I can understand new editions becoming the new rules that over rule previous editions, I think that's fine. I don't think it's fine for current editions to be over-ruled based around crowd politics mentality.
Again, after seeing and reading the changes and the homogenizing of the species/races, its obvious this is just crowd politics mentality. There was a 'uproar' (loud minority) about the non-existent racism in the game and more that has resulted in this finally. I hate it because this isn't genuine nor is their reasoning for removing the ability to use/buy legacy content sound. Which, though not many care, legacy is actually unusable. You, the player and DM, are not allowed to use Legacy content in WotC Adventure League and if you do not update your characters to Multiverse/Tasha's they will be disregarded. This went from neat new stuff added onto races/species that are already here, to clear money grabbing for people who do play Adventure League, for DM's who make a living off D&D, and more. It's just not okay to force these changes because they (WotC) believe it'll make everyone think that they actually care about politics, your feelings, and other things when they just wanted to reprint and resell previous editions with as little changes as possible.
That's what gets me, I don't really care about the ASI or w/e but I can understand the arguments against homogenizing it as well. I just want more lore and cool artwork, which honestly we got worse artwork (Minotaur) and some okay artwork (Sea Elf or known as Kanye West) with few exceptions (Goblin/Orc) that are great. Someting I didn't realize as well with racial features is that there are a lot of downgrades, one being that I didn't think of was Kobold Pact Tactics. I can understand the change, it'd be broken in honesty if they kept it because it would just be advantage all the time for players. However, Draconic Cry is just awful in comparison and "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." is horrible reasoning. Because if you, the paladin, and rogue are already in melee they're already getting advantage. Draconic Cry does not add anything in those circumstances. I do think, it is great at giving your ranged allies advantage however as it works with them. I don't even think the person that wrote this article knows how to play D&D at this point or has even touched/read the lore of it. Back on topic, this is just a useless racial over all however for any non-melee Kobold. This is actually hilarious when you think about it since they went so far out of their way to try and make it seem like you can play any species with any class and yet limit an entire racial to martial class only. They could've easily made this racial between 30-60 feet (you know, people in shouting range) and it would've been fine over all.
There are some great changes here, I'm not going to lie and say it's all bad. Goblin for instance with Fury of the Small, it now has a higher damage out-put at all levels because it can be used more often. However, those good things still don't outweigh the obvious greed and bad changes or changes that don't do anything beside them trying to get good PR with the up-roaring minority on twitter. Also, I still love how one of the big key selling points of Multiverse is "30 playable races!!" portrayed, but not said, to be new. It's such a great marketing ploy ngl because they inflated the playable race number so much by including subraces. I'm surprised they made all the Tiefling 'subrace' legacy rather than update it so that they could have "40 playable races!!!" instead, but that'd be clogging it up I suppose. Maybe in the future, after new players buy into this scam will they release "ALL NEW TIEFLING INHERITANCE!!" as something 'new and fresh'. If you're curious how many sub-races got made into races, it's 11. 3 from the elves, 1 dwarf, 1 gnome, the 4 Genasi, the 2 Gith, all sub-races turned into their own races because 20* wasn't enough apparently. They may have differing societal and cultural structure but that doesn't mean they're an entirely different species and so is misleading, it should be 30* playable races, * - some races are merely sub-races of a specific species.
as a PS, if you don't think this is them doing all of this as a marketing ploy and PR stunt why remove the previous ASI completely then as well as the previous books from marketplace? There are other examples of them tiptoeing across egg shells but the ASI is the simplest to point out.
Wow, these comments have blown up.
I guess I prefer old school.
I always thought that as Adventurers, they would be more unique than the common humanoid. IE, a highly intelligent Orc or Kobold (Wiz, Artificer, etc) vs the Brute Orc.
Nothing wrong with either. But if everyone can be everything then...is it still special?
Also, there are many kobolds, drow, duegar and even a dolphin...but not a section on Goblins (bestiary).
How did they determine which monsters were included in this.
Mordenkainen needs to expand his horizons.
These changes are sad. I’m glad I didn’t buy this book.
I completely agree with you. WotC is doing less and less while pushing their laziness as “freedom” to us.
Yup
You're wrong, though. Y'all keep misrepresenting this as if something has been taken away when it hasn't. You can still use the same ability score increases you used to. There's no new rule saying you can't use certain ASIs - especially the old default ones - with any given race. With the older races you can still make the same character stats you would have before. Only now I can make different choices. With the newer races nobody is bogged down by stereotyping. Nobody gets stuck in a situation where they're pigeonholed or have to "break the mold" because of boring, lazy fantasy racism tropes. Cultures are not homogeneous. There's no good reason for every person from a given culture to be assumed to have certain characteristics - especially when it comes to physical and mental aptitude. Racial stat bonuses have always been lazy, restrictive design. Gender hasn't given a mechanical advantage or disadvantage in D&D since AD&D 2nd Edition was published in '89 and the game has been better for it ever since. Fixing this old, clunky, outdated design choice makes the game better as well. Everyone has more options now and it puts limits on precisely no one.
Huh
Agreed. Not crazy about the whole, "Would you like vanilla or chocolate that's actually vanilla, except we call it chocolate? And if you're really feeling crazy, you can have butter pecan. It's also actually vanilla, but we call it butter pecan..." vibe that they're aiming for. Not a deal-breaker for me, and I don't think I'd refuse to let a player use it if they have a good character concept, but I don't see it adding much, if anything, to the game.
I love butter pecan...
I think you are missing the point with your discussion around culture.
This isn't culture - it's genetics. A race/species has genetic pieces to it, not just varying cultural ones. Humans, at the best, will never be as dexterous as the best cat. And the lest dexterous cat will always be a bit more dexterous the the lest or near least human. That's genetics.
And when you add it special/race (e.g. species: elf, race: wood elf) genetic characteristics that come with being a magical world, those need to be showcased. Otherwise, all they've done is create small sets of "Variant Humans" and given them names. As if there is nothing unique about them.
BUT, when you get to culture, it's the same. As if there is no cultural background to these species/races. Racial history is big even within humanity. Add in a completely different species and it's even more important and distinct. Again, they've gotten rid of that to create "variant humans" where species can be the same as every other species. No reason to be a dwarf when your elf can, effectively, also be a dwarf.
Why not have unique species? Why not have histories for them? Yes, you can take that an create individuals - that's what we do when we roll play, but we need a basis for that. Otherwise - it's variant humans and your Wood Elf in the same world as mine have zero things in common because you are playing it more like it's really a dwarf.. or Goliath.
But they still have different traits.
That they do, so how does making the optional rule of making it so you don't need to be slightly behind where you would have been for a few levels before you hit that cap solve the "issue" of some species being worse for certain classes when the traits that actually make them better or worse for certain classes are still there? The argument of "I can't play this combination solely because the default ASIs are slightly sub-optimal" doesn't hold water. The real drawbacks are in the traits, which are still a thing, and are even more class-restrictive than they were previously in some cases (e.g. kobold's draconic cry instead of pack tactics makes them less useful as a ranged class than melee).
I think,
Race/species = biological default/typical ASIs
Culture = default/typical alinement of race/species
In the end, they're trying to fix the problem of ASI using race/species instead of where they should be - class/level.
No reason a Level 5 Divinity Wizard with a Str of 12 should have the same accuracy (ability) to hit someone with a quarterstaff as a Level 5 Samurai Fighter with the same Strength. Damage? Yes but not hit.
So your Ability scores are over-emphasized in character creation, which means the race/species you choose is narrow or you are behind others -- as a simple +1 to a roll has big impact. So they dumbed down Species/Races instead of smartening up Class/Level.