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 am already banning MoM from any group I play with.
When fey goblin-oids play-test came out, I assume they were adding a new variant of goblin-oids.
To your first paragraph, then the people who want to use the optional rule can opt to use the optional rule. Now the optional rule is the only rule.
To your second paragraph... first of all, that's another strawman (even if you make up an argument to easily refute because you didn't understand the argument, it's still a strawman). Secondly, I spent hundreds of dollars buying all of the books on D&D beyond for convenience needing to go through all of the old racial traits to make a list for my players to reference while picking a race is about as far from convenient as I can imagine. The issue isn't that DMs won't bar players from picking the default. It's that now players who want to play the trope you hate so much (I'm guessing because you've never experienced what it feels like to overcome hardship), they need to ask their DM to go against the official rules to restrict the choices of everyone else at the table. That's not something many people are going to do.
There's no self-defeating argument. Your characters are heroic. Your characters have already spent most of their life working towards the goal. You just need to make the final little push. In the early game when your character is being established, it absolutely does matter. Then you overcome it by mid-game, so people who think there is a significant mechanical advantage to racial ASIs being whatever you feel like have no argument, but it absolutely does in terms of roleplay.
Then don't put those points there. Leave them on some other score. Saying "I can't be trusted to act like I want without being told I have to" is simply a very bad argument. And if your DM or player-peers argue with you doing 'stupid things' like not optimizing over having fun or roleplaying, well, maybe they're just bad.
Not understanding the negativity of giving players more options. Finally we do not need to play specific races for builds or be punished by choosing something else. The only negative in this entire thing is not presenting the old and new backgrounds. We are clearly entering a "multiverse" and knowing different versions of these lineages would have been nice. Though at the end of the day, it's your game. Do what you want.
They are not giving players more options. They're taking options away. You've always had the option to stray from the defaults. That was even further established with the optional rule in Tasha's. Now they're eliminating two pretty massive books for a whitewashed replacement book. That's the issue. They didn't include any backgrounds because doing so would be "problematic." Having a culture and history different from another is borderline racist, and having physical differences and inclinations is an appalling notion, apparently. Rather than giving the DMs an option to write everything themselves, WotC has decided that it's a requirement, and really wants us to need to argue with our players about the rules we use at our table.
Might account for the attitudes of the more “high & mighty” or “holier than thou” elves you typically come across…
Gotta posture for the people.
”If you’re not eladrin; then you’re not in.”
I don't have a ton to say about that person's argument, and I'm not really arguing with you about this, but I do think the idea of why +1 and +2 exist in the first place are interesting. In the earlier editions of D&D, they had limits on the maximum ability scores for different races. The developers saw that it didn't fit what they had in mind and they removed it. Now, because of the original ability score improvements and limits from AD&D, 5th edition had a small buff to the ability scores of each race. While I don't really like that the orcs were given negative intelligence, I liked this bit of flavor in addition to their traits, because it reminded me of video games, and because I DM new players a lot, and it helped me give them a breakdown of what the race in general was skilled at. (Yes, I could have used the racial features, but it was easier to explain stat boosts than things like Halfling Nimbleness or Trance.)
Now that the specific stat boost are gone, races in general are in a really weird place, because we just get a +1 and +2 to stats of our choice. Okay? Why aren't those just included in point buy? What reason do they have for existing? If you're going to remove all specific stat boost from races to make it easier to customize characters, why don't you just remove ability score improvements from race altogether?
Now, although I still want there to be suggested ability score improvements for races, the idea really intrigues me to have the choice of race double down on the racial features. Forget stat boosts, what about a better breath weapon for Dragonborn? Why not give orcs the relentless endurance that half-orcs gain? Why not give elves more magic?
Although these idea would probably be better fit for a different system, I would rather have it than just weird floating stat boosts for every race when you could just include those point in point buy. I honestly think the way as is now would be a hassle for new players, because they would be like, "Alright I just completed point buy! Now I pick a race! Uh, I guess I get to improve two of my stats? Wait, was this in the ability generation and I just missed it?"
(I'm not trying to argue with anyone here, far from it. I'm just trying to let people in on my perspective and learn about theirs.)
Also, I'm not a moderator, but I have seen some posts that have come close to not being civil, and I would encourage everyone to respect the other commenters in this comment section. It's alright to have differing opinions, just don't take it out on other people.
If a player is allowed to choose where their ASI goes instead of being forced into predetermined ASI, that is more options than not. Players can literally pick any combination of ASI they want. Said players can even choose the previously set default ASI if they wanted to.
I do not like they are replacing pages worth of potential lore with nothing. That does however free up the GM and players to come up with their own ideas. Though that is achieved cheaply.
What LegendOfZub is trying to tell you is that we are fine with the optional rule of Tasha's, we just want there to be suggested default scores that are shown in the description of the race. The Tasha's rule used to be optional, so DMs and players could decide to use it for their games or not. Now, DMs have to specifically go against the official rule that Wizards is forcing, which is a lot harder to explain to players.
Think about it like this:
Wizards: Here's a cool optional rule for stat generation!
DMs: Cool! Some of us will use it and others won't!
vs.
Wizards: The old rules are gone, you have to use these now!
DMs: Some of us like it and don't care and some of us just lost something we like!
Again, we understand that we can just pick the old ability scores with the new rule. We just don't want it to be a default rule for every single race going forward, or at least want suggested ability score improvements.
Thank you for not reading past the first sentence of my response. Again. They've always had that option. That option was set in stone as an optional rule with Tasha's. Now if you want the old option, you need to be the bad guy and take away the "nobody is unique because everyone is just as likely to be like you" official rule to implement a rule that is no longer in publication.
Edit: I thought of a way to explain it pseudo-mathematically... You have two rules for choosing racial ASIs...
1) the old rule where everyone has set ASI bonuses based on race unless there was a significant exception that would justify ignoring the minor physical differences between the races
2) the Tasha's rule that lets you "pick" a score to get +2 and another to get +1. I put "pick" in quotes because I'm sure the vast majority of the time, that will be +2 to primary and +1 to secondary.
Now, which of the following scenarios gives more options?
Scenario A: the old rule + Tasha's Rule (as an optional rule)
Scenario B: Tasha's Rule
We are now in scenario B. Somehow, you're saying scenario B gives more options than scenario A.
Here is what you can’t do with the old rules and pint buy or standard array. You can’t play a character with a flaw that goes against their racial asi. For example, orc runt who was abandoned as a child for being too weak and has an strength of 8, cause old rules the minimum would be 10 str.
Of course you can always do whatever your DM sanctions, maybe just don’t take an starting asi at all, but the beauty of the new rules is that your stats can follow your story as opposed to your story following your stats.
Yes you could. Because the "new" rule was an optional rule in Tasha's (standard array and point buy are also examples of optional rules), and that reasoning is exactly the kind that I would imagine you'd be hard-pressed to find a DM who wouldn't let you change your ASI to fit your character as you described... But in actuality, the "new rule" means you can't be an orc runt who was abandoned as a child for being too weak because now orcs are just as average as everyone else, so you would be just slightly below average.
YES! And it's not like they even gave a good in lore reason as to why Kobolds are suddenly roaring and fighting solo now, like they did with the Goblins and Hobgoblins. That is the polar opposite of what makes a Kobold. I'm glad they're finally getting the standard ASI amount (freaking took them long enough), but seriously.
Swap G,C,B for Kobold legacy, and give them Superior Darkvision. That's it. That's all that should have been needed.
Good point, but I still like new rules better. I would favor getting rid of asi’s completely in favor of more unique racial traits and features.
However I agree with all who are angry at the removal of older books. It is limiting the option of players. I also am annoyed by the lack of lore content in new races. The lore is what makes the game immersive.
Well to be fair, the Drow do have Elistree, so that is plausible to be good. And for Kobolds specifically, they *never* had the standard +2 +1 until now. Even when they removed the -2 Str alongside the Orc's -2 Int. Though I do agree that this was way to strong a compensation for complacency. For the Kobold +2 Dex with +1 to your choice of Int, Wis, or Cha, would have been perfect.
So every race is just like a different type of human? Same skills, attributes, alignment etc? So are we supposed to choose just by looks? I don't understand why you would delete everything that made them unique...
Now does this included the subraces of all the races or not? Will still need to buy the players handbook? Will this included the classes & subclasses as well as backgrounds, feats, magic items & spells or what?
The standard rules still give different skills and abilities. Some of those are listed in the article above. You CAN replace some of them with generic skill, equipment and tool proficiency with a rule that still optional, but unlike ASI abilities, skills and other powers still exist and are listed.
Anyway, ultimately seems to me the only winning way might be to go back to ability score ranges, with racial/lineage 'ASI' only the ranges themselves, not starting scores. Humans have a base range equal in all, other lineages can go above that. A half-orc may not be inherently any stronger then a human, but one at peak physical performance if stronger then a human. An elf super-genius is smarter then a human super-genius, but some random elven schmo is no smarter then some random other person. Also/or, stress that it is a fantasy setting where most of the people have clear, divinely manipulated origin stories: dwarves aren't tougher then a human 'just because', but because they were MADE to tougher by god/s who designed them that way because they, in their divine mind, thought it was a better design.
This honestly seems like a really cool idea! Older editions had both this and ability score improvements(and detriments), but just having each race have a slightly different maximum would be really interesting. Just make the old ability score improvements affect the maximum for the score, but not the score you start with. (And while we're at it, could we please have slightly lower than 8 in point buy and standard array? It would be really cool to have a character with a very clear weakness).