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.
I'm not saying "don't have the MMM, I mean absolutely INCLUDE it but don't disavow the other books because then we have the option. Leave it up to the DMs what books to use at THEIR tables.
And out of curiosity, if I want to run a game using those old books that I still have in my dndbeyond library will I still be able to share them with my players in dndbeyond?
It's not real lore. It's all made up. And WotC - the owners - are free to change it, retcon it, and evolve it as they see fit. Since they continue to see profits it seems like making the game's contents more accessible for more players is a winning strategy.
Do whatever you want at your own table. That's always been the way this works. Just understand that what works at your table doesn't work for everyone, and that you're talking for a very small percentage of the overall D&D community.
It doesn't look like a small percentage when I flick through the 17 pages of comments. It seems about even. But yes, it's WTOCs to own and do what they like. However, how is reducing the amount of content making it more accessible? If you don't like it you don't have to buy it. That is the choice that is being removed. I don't like the stuff in MMM so I won't be buying it or using it. I made a choice. And yes, you are right, it's not real. It IS made up; so why does it matter what FICTIONAL book I reference?
I wonder if what's happening is the cultural references are being removed so that a lot of those traits can implemented in the backgrounds we see in 2024? Since it sounds like they're redoing things anyway, maybe we'll see a change to the way backgrounds and possibly even feats work in game.
I think it'd be kind of cool if certain traits that were racial exclusive became more character specific. Like I could see the original Kobalt's Grovel, Cower, and Beg trait being applied to a character who had a background of cowardice. Or the original Hobgoblin Martial Training or Saving Face traits being available to a character who comes from a military background.
Maybe even instead of backgrounds or one overall background, you can select from a list of traits based on your character's history. Sunlight sensitivty for a character raised underground. Pack tactics for a character who grew up in a hunting tribe. Even the Lizardfolk Cunning Artisan trait could be brought back in that way.
No idea what the actual plan is, but I think that'd be neat.
So many people are saying "the old options are still there"... Except not everyone had Volo's or MtoM prior to them being taken down. I've finally gotten fed up with Roll 20, and was considering moving my digital library over to D&DB after the Wizards and D&DB merge, but now I'm SOL for the old stats. I'd have to add all of their Legacy stats as homebrew, not to mention say that I'm rejecting certain updated ancestries (seriously, the new hobgoblins feels so antithetical to what they've always been that I can't imagine using them as a default. These massive changes should have been a sub-ancestry choice instead of a replacement). Sure, I have the books physically, but without an option to buy these old books, not only will my digital library be incomplete, I also can't present these as options without having to manually put them in, which kind of feels like it's probably some kind of TOS violation.
Besides that, there's still ancestries without those old options. Fairy, Harengon, and Owlin don't have default ASI's to pull from, and presumably, neither will the Spelljammer ancestries. I could assume that a Harengon will have +2 Dex and +1... Cha? Con?, but that's still just an assumption of what a default would be. No idea what the hell a Plasmoid's default ASI would be. The argument of "the old options are still there" doesn't hold water.
I'm not opposed to a player picking custom ASI stuff, I fully support it! I just feel like a default is equally as important. An ancestry listing in any book should show the default. I don't think the custom ASI needs to be listed in every ancestry either, maybe just once in the blurb under the Ancestry heading before it starts actually listing all of the different ancestries. I could go into detail, but three paragraphs is more than enough for an article posted nearly two weeks ago. Besides, everything I'd say has already been said in this comment section.
It has over 10 million users. It probably represents a much broader cross-section of the community than your table does (or mine, or any individual group’s).
Given that DDB has a restriction on how many characters a free account can store I have to wonder how many of those accounts are just PC mules.
Only the most vocal advocates post on the forums (not counting the tavern threads, which are basically RP threads).
There's no need to attack other people and call them "offensive". This is a game. Notice how I never attacked other players, just made my own point.
Yeah the new kobolds are broken and make no sense. Look at their size. Do they look like a tail could do 1D6 damage like a full grown lizardman? Use the Legacy Kobolds which make more sense when it comes to the lore. Kobolds are also suppose to be cowardly and not have advantage on fear checks. This is how they survive. By running away to a place of safety that has a lot of traps or ganging up on an opponent with huge numbers with pack tactics. Kobolds are suppose to be sneaky in the dark. Why are you having them screaming all over the place giving away their position with draconic cry? The only way they can fix this is by introducing a pack tactics kobold racial feat. Otherwise this is just a filler race showing no respect to the race with its poor design as core races are again placed up on a high pedestal. Use Legacy. Without respect we must reject.
Maybe they wanted to get away from old stereotypes of kobolds.
Bought the book and I don't think I will allow the optional characters. Their design seems lazy and don't really add any nuance to the flow of any campaign I've been a part of. The other existing books have better character options with better racial feats.
That is one of the problems. People view stereotypes as bad. Drizzt Do'Urden wouldn't even stand out if dark elves were huggy and good to everyone. If a race has a stereotype it is up to the player to be creative and overcome it. The DM may throw social obstacles in your way and you must figure out how to overcome them. For example if you were a goblin and goblins were being blamed for the caravan raids to a nearby town you could try to find the real raiders and bring them to justice. Perhaps if you are successful you could become the new defenders of that town and change the entire towns point of view on goblins. Orcs viewed as stupid then maybe roll a genius mage. You don't need to nerf the races. Oh, and these nerfs always seem to be one way. We don't see them changing core races in the same way. Elves don't sleep is a stereotype. Lets change it so they are no longer immune. But that isn't going to happen as core races tend to have a magic nerf ward to protect them. I wouldn't have a problem with a variant kobold or goblin or other race but that isn't what they did. They forced a change on everyone without giving that option then called it Legacy as if that were to make everything okay.
Couldn't agree more. Thanks for putting words to my thoughts so didn't have to stumble on the grammar while trying myself =)
That’s not true at all. Kobolds, Orcs, Goblins, Hobgoblins, Bugbears, and even Gnolls, Ogres, and Trolls we’re all playable races in Mystara way the hells back in 1e. The rules came out in the Gazzetteer for the Broken Lands titled “The Orcs of Thar” in 1988.* That’s part of why I fell in love with Mystara as my preferred setting back in the early ‘90s, almost 30 years ago.
* https://en.wikipedia.org/wiki/The_Orcs_of_Thar
I think the lore-light approach here is basically saying the lore is setting-specific now and you as a world-builder can adapt and adjust as appropriate to your story. I've played with a few people who get stuck on "but the evil Kobold god hates Gnomes so I have to racially harass my fellow party member at every opportunity" kind of thinking, which is a bit of a problem. Similar to abstracting ASI from species, you get a lot more flexibility with this approach. In your world, sure, most kobolds or goblins might be weaker than most half-orcs but player characters are exceptional in many ways so its OK if they're different... also, in a game in which everybody can ASI any ability up to 20 anyway as they level up or get magic items it doesn't make sense to limit starting abilities by race. Also, I recently played a game set in Eberron with Keith Baker as the DM -- We went to Thelanis (their version of the Feywild) and I can tell you there were plenty of goblins there.
There, FIFY. Almost looked like you were speaking for me, and thousands of others for a second.
The humor I see in this is how someone can claim to be a traditionalist, and use a computer that it connected to the internet. Probably on a daily basis. Probably own a smart phone, and drive a vehicle that is controlled by a computer for much of it's operation. 'Cause, let's face it, these things were far from commonplace when D&D first started.
People have accepted and embraced changes everywhere else in their own world, but for someone else to enjoy playing a game the way they want is somehow an egregious offense. So much so that they take to dismissing someone that they most likely don't know personally and presuming that they are somehow better than someone else because of a difference of opinion.
If someone is indeed "Old School", they were once willing to try a game that didn't exist before. One that was new, different, and people actually demonized. Both the game, and the players. They had to find people that were willing to be open minded and try this game, and those people also accepted that they were allowed to do things in the game that they were either not allowed to, or incapable of in real life. And somehow that's ok, but the arbitrary "line in the sand" is when someone wants to do something new, different, and that they weren't allowed to do in game before. In a game that's designed to allow people to try to do things that they aren't allowed to do in real life.
If the argument is that "all monsters are there to be killed", why are some of the "monsters" humanoids? Quite often they are humans. Does this mean we can't play humans in the game?
In most games killing people is okay. Heck in real life killing people is the norm. Every generation of Americans sense our founding have been killing some other group. America has never had piece for even a single generation in a row. We like killing humanoids. Personally I fins that fact disturbing.
That however is not the issue here. The issue is the number represent diversity. By removing them we end up with a white washed game of a flat 10 across the board. Sure players get to roll dice but that is not how we set stats for NPC'S. NPC'S start with 10s and get plus or minuses. You just made all the races White humans.
Point I'm making has less to do with killing, and more to do with "we don't play races we kill because they are monsters". It's a stereotype that is being changed much to the chagrin of people that don't accept that there exists the possibility that a race in its entirety is not necessasarily evil.
Trying to make the issue about "removing diversity"? You can literally make any race/class/subclass combo you want with whatever stat boosts you want. There are still racial traits and features that provide for some delineation, like elves being immune to magical sleep, and dwarves being resistant to poison. Which, even these can be swapped out to reflect the player's personal choices to reflect the PC they want to build. The numbers don't represent diversity, they represent a stereotype. Some people embrace it and play with type, and given the choice, some choose to play against type.
If you're major complaint in all of this is that you don't get to roll dice to create your NPC, then fix the problem and roll dice to create your NPC. If you're creating NPCs, you're the DM. And you're encouraged to customize your world, and all of the NPCs in it.
Lastly, your "statement of fact" that I, or even the designers, have compiled all the races into one "whitewashed" category is a true statement of projection on your part.
Of course you took the wrong thing away from my post. I linked to prove the publication came out back in 1988, and that it included rules to play as races such as Orcs, Goblins, Hobgoblins, Kobolds, etc. Whatever the write up for the book may or may not say:
Listen Vince, you may not play monstrous races, but many of the rest of us “old school players” don’t really mind at all. So the next time you presume to speak for me, please don’t. I find it exceedingly offensive.