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.
Every gender is equal in terms of mechanics and has been for a long time.
I’ve never played it, but I’ve heard that in 1e female characters were at a mechanical disadvantage when it came to STR and maybe a couple other things too (I’m not 100% sure).
They don't have as high of a chance to hit. The fighter is swinging twice as fast with the same accuracy. That being said, why should a wizard not be able to hit as frequently? They are both proficient. The fighter can use all weapons with the same proficiency. The wizard can use a few with proficiency. Why should the proficiency differ?
There is absolutely no reason being a beginner in a class should make you stronger or smarter. You upgrade your ability scores in your class when you reach certain levels (e.g. level 4). If your fighter is fighting with strength-based weapons, you would use those class ASIs to increase strength (so by 5th level, the fighter would have 14 strength anyways). There IS, however, a reason for a species that is genetically stronger than another on average to be stronger than the other on average.
And a martial character will find it easier to hit things than a wizard using weapons the martial character trained more with. If your martial character has 12 strength, it's either a monk, or a staff isn't going to be its weapon of choice. If the wizard wasn't proficient with quarterstaffs, then there would be absolutely no question about how much better the fighter would be than the wizard with a staff. You want the wizard to be worse with a staff? Take away its proficiency with quarterstaffs. That proficiency is ONLY useful for melee attacks. You don't need that proficiency to use a staff as a focus. Wizards don't have proficiency with wands, rods, or orbs. They have martial training with quarterstaffs, daggers, darts, slings, and light crossbows. That's not very many types of weapons. Wizards get the ability to cast some party tricks and a couple of spells at first level with a couple of physical weapons to round themselves out a bit. Fighters are thoroughly trained in all weapons and armor. And as I said, at 5th level, they start being just as accurate as wizards while attacking twice as fast... Meaning they'll hit twice as often. The martial classes get features that make them better than non-martial classes with the weapons with which they share proficiencies. Rogues get sneak attack. Most others get multiattack. Monks get martial arts dice.
If you don't think that being able to attack twice as quickly with the same accuracy makes you more effective with a weapon, then you must think that using true strike on a weapon attack is the best thing a wizard could do in melee. It makes your next attack twice as likely to hit. Who cares if you go half as often?
My complaints about MotM is the whole "balancing" changes to races. I get some races were broken like Yaun-ti and Aarokorca, but did they have to change so much form others? Not to mention that you now longer get lore snippet on how to play the race. Also, why did they remove racial stat bonuses, what fun is there when you can get a 16+ in your main stat with whatever race you pick. I get WotC wants to make it easier for new players but now this is out of hand with the nonsense on easiness that new players are given.
"It's popular so it's bad now" is a really tired cliche. Personally I'm not a fan of gatekeeping things I enjoy and looking down on new people for wanting to enjoy it or pretending the thing I like is worse because more people like it now.
it is because its the only option now since volo and tome of foes is gone if your a new dm so your stuck using the new version.
The word gatekeeping isn't toxic. The behavior is. Which is why I called it out when I saw you doing it. The rule changes in MotM give players more options and begin retiring a tired, old, restrictive game mechanic that - much like gender-based stat restrictions in the past - are products of outdated thinking. It has nothing to do with players' emotional maturity or with making the game less complex for less intelligent players as you're suggesting. I'd argue that by removing a cookie-cutter aspect of character creation WotC is now introducing more complexity to the character creation process, not less.
For reals, gatekeeping is gross. I've been playing D&D since the late 80's and the gatekeeping has always been gross. And it's gotten worse the more popular the game has gotten. This whole "Hasbro is bringing in immature gamers!" thing is exactly the same as the "girls are fake geeks" garbage that plagued comics and gaming communities a few years back (and sadly still does). It's gross gatekeeping that has no basis in reality.
The exchange for sunlight sensitivity was really cool stuff, duergar got 120 ft darkvision and enlarge/reduce+invisibility Drow got faerie fire, superior darkvision, dancing lights, and finally darkness also some neat weapon proficencies at the cost of sunlight sensitivity
It's called fanbase. If Hasbro already knows the D&D fanbase, they don't need to make it mainstream with a lower understanding of the game. All you have to do is give people what they want and money will print itself for them. I rather have gotten 2 new races instead of the 30+ race changes, I will agree on the Yaun-ti changes because they were beyond busted and Aarokorca fly speed did need a bit of a nerf. To overhaul that many races just to sale it to new players still seems like they want everyone to min-max right out of the gate.
Gonna pass--nothing new added and removed a bunch of stuff for no real gain.
Additionally, not happy they removed the ability to purchase the old books. Good thing physicals still exists (for now).
Couldn't agree more. Thank you.
These changes do nothing but add flexibility. Nothing has been taken away that can't be easily customized by any willing player/DM. The level of curmudgeoning in this thread is off the the freaking chart, and is quite frankly embarrassing.
So do we have to purchase the race again if it's an update to the current ones? I already have these races from other books and now I have to buy them again? None of these changes are reflected in the character builder and the book says I don't own them...?
If you already own these races, you definitely do not need to buy them again. All the old content is fully usable, it's just now tagged as "legacy" to indicate they no longer consider it a part of the core ruleset. If you own Volo's and the new Mordenkienen's, then both versions of each race will show up in your content.
I’d recommend buying it if you can. It’s a lot of cool new monsters and PC races for not that much.
I agree, but I feel like lumping everyone who doesn't like these changes is... not good. I'm very anti-gatekeeping but I still don't like the changes. They DO NOT add flexibility, because the optional rules already existed. What they did was make the optional rules the default without adding a mirror that still allowed for people to use the old rules. Yes, you can purchase old books, but they never reference the assigned ASIs in the PHB, so new players will get confused easily about which they are "supposed" to use. Because, yes, new players need some framework to get comfy with the game. I did, so did most people new to TTRPGs.
My issue is not that they made free ASIs the default moving forward, it is that they REMOVED the default ASIs that many tables like. Yeah, a DM can homebrew this stuff but it takes more time to make up racial ASIs than it does to just say "ignore them" in the book. If they had put a small tab that listed some default ASIs for all the races in the book, everyone would be happy. You could play the way you used to OR use new rules that allow for more character concepts OR you could mix-and-match. But WOTC is not doing this for freedom. They are scrambling to try to appease a vocal group of players (which is not in of itself bad, it's just how much it was rushed rather than the company taking time to make a comprehensive rework with 5.5E rather than putting out messy content). Additionally, the "removal" or lore, which was marketed as a creative choice so that all the races were more setting agnostic, is also the opposite of positive. I am fine with WOTC removing "evil" species from the game and making the PC races, but just flat-out lied about WHY they made these changes. They didn't make goblins or orcs setting agnostic, they just made them as variable as humans. For instance, goblins are still heavily tied into the Feywild (a D&D location) and orcs are still tied to Gruumsh (another D&D creative domain). So, this isn't making the creatures setting agnostic, it's just removing content because WOTC is afraid someone will get offended by it.
Again, I am VERY LIBERAL, so I don't want a bunch of people to come at me supporting my comment because "wheelchair accessible dungeons are bad". They are not, and if having one disabled individual in a game is wrong in your eyes, then WOTC is not the problem, you are.
I think by setting agnostic they meant not tied to a specific world like Forgotten Realms.
I think the three people that use this thread as an echo chamber need to realize that they aren't most DM's just because they are vocal about it; nor does it make them able to judge this from the viewpoint of most players and newcomers. WOTC is making a new rendition of 5e, so the rules will change to their more freeing philosophy on making races as its default stance. Arguing like this about it doesn't do anything and only makes whichever player sees those messages less likely to want to play in their games.
The crux of many repeated arguments: "Having the new way as an optional rule in Tasha and not the default stance while still having the old way is more options." only works in theory.
But the reality is that if the old way was the default stance, most DM's that haven't kept up wouldn't be aware. Believe it or not, most people that play D&D or run D&D aren't aware of Tasha's Cauldron of Everything's contents. Defaulting to fixed ASI's would mean game invitations turned down by dissatisfied players that want to play with their original character concept or that were turned off by the implications of the ruling, strictness, and gatekeeping in some disappointing cases. Some of those players would search for other tables that have more freeing character creation. Some of those players won't come back to the game at all.
To sum it up, being a stickler to the old default ASI rules will get new players turned off of games. Another thing that will turn them off is DM's being offensive and belittling with the following stances and behaviors:
"That's not allowed, I'm sorry you were misled by WOTC marketing",
"What's your experience DMing? I'll assume you are a player romanticizing DMs",
"I'll assume you don't understand our argument so we'll just repeat it",
"D&D requires a level of intelligence and maturity, the new books are dumb and the game is getting dumber".
If this default flexible philosophy makes those hard stances less likely to encounter to encounter as they switch systems, that's a win/win for new D&D players and now Pathfinder 2e players alike. (That last part was a bit, but I genuinely think y'all would prefer it there, it's a fun system)
Other than that, I think the quality of race design has improved for the most part, with the exception of Owlin and the-currently-in-UA Giff. Traits told through unique features are inherently more interesting than a numerical buff.
PS: Before anyone assumes my stance and experience as shown in previous comments, I've plenty of experience and my stance comes as a content creator that likes to facilitate new people coming into the hobby in mass while easing out misconceptions on its complexity.
If we're getting MORE options then why do I no longer have the option to purchase Volo's or Mordenkainen's? Aren't WOTC supposed to be making money by selling THINGS? Those books aren't even that old. Is a middle finger to players who paid for those books to have them made obsolete a short time later. ADD DON'T CHANGE. The cherry on this stupid cake is they don't have to print hard copies anymore if there is no demand because they were available digitally. To simply leave it available would've cost them nothing and when people don't like the new "options" they will buy the old books on dndbeyond because that's where the rules and options that they want are.
Please stop shooting yourselves in the foot. If you keep ticking people off they will go somewhere else. 5e is very popular for a reason. Stop screwing it up.
And I totally disagree. I don’t think entire species should be evil and I would even support eliminating alignment as a concept altogether (although that would mess up the Great Wheel cosmology). I’m very happy with MMM overall, although I do wish they would’ve given some lore on the new non-evil drow cultures in FR. But I’m not that disappointed cause I get that they were trying to make these monsters setting agnostic.