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.
Hobgoblins and halflings as far as the eye can see
I find is hilarious that WOTC remove substantial content from Volo's and is now just discontinuing it. Like, why could they not have removed it and kept the original content in?! I really hope that once Volo's is gone (now), old buyers will get access to the original version pre-errata.
I guess the DM should be in charge of the "default settings" for the race's attributes then. In my homebrew setting, Goblins are the result of two god's blood seeping into the soil during a fierce battle, so I made a homebrew version of them that's functionally the same but with the stats Dex +1, Con +1, and Wis +1/Cha +1. I do think that it should still be an optional thing though, with maybe a default stat setting and then the option to swap out one or two of the bonuses, or maybe pull a half-elf and give them a +2 to dex and then the option to add a few attributes.
That was the point, DM's are the ones responsible for managing that environment, if they keep sending you on night fights, that's on them.
You work around the environment the DM gives you, check the weather, look for shaded areas, slip the shade of a tree or cast darkness, whatever the case, you can get this advantage at ranges far larger than 10 feet.
That's my main gripe with Draconic Cry, its range is tiny, and I play a Kobold Warlock, I can't benefit from it because I need that bonus action for Hex and using it puts me in way too much risk when my preferred range is 120 feet.
The racism argument makes as much sense as calling Borg Communists, there are similarities but it is ultimately a silly argument to compare an IRL group of people to a fictional race, the comparison itself can also be construed as racist to the ethnic groups you're comparing to Orcs!
WotC should not be listening to such people, it's just causing them to down their lore and not building anything on top of it, Drow are evil yes, does that not make comparing them to some group IRL a very racist thing to do?
Face it, these are bigots hiding their bigotry behind veils of social justice.
That doesn't really make sense to me. Previously any player could optimize their character by playing the right race/class combination or they could choose not to optimize by playing a poor race class combination. Now players can optimize any race/class combination by selecting the right ASI or they can choose not to optimize any race/class combination by selecting non-ideal ASI distribution. The situation really hasn't changed in that regard.
The bigger issue to me is lack of lore. I always preferred to research as much as possible about creatures/races, whether as a DM or player, to build an interesting story. Now we just get a generic paragraph. I want to know what gods races worship, what is their family structure, where to they normally live, what kind of technology to the use, etc., etc. I'm not sure if the lack of lore is a way to get away from discriminatory or offenses content or if WOTC is just being lazy and cheap or if it's a combination of both, either way I don't like it.
I just went to the character creator on dndbeyond and I can select races based on the old books or the new books, so you can still tell your players which books are available for them to use in your campaign. My guess is that they will keep the old books online so that DMs with memberships can share them. This is a ploy to get more DMs to upgrade their membership so that they can share their old books, as monthly membership fees are a better business model for WOTC. Monthly fees are more profitable and easier to maintain than creating and selling new content. I wouldn't be surprised if in the future they just quick selling the books online and force people to pay a higher monthly fee to access all digital content.
I 100% agree. As someone who has experienced volatile racism on multiple occasions throughout my life, I can safely say that the people who are demonizing WOTC for being racist are being more offensive than anything 5E ever put out. That is not to say that D&D has many examples of racist depictions in its history (that is simply a fact), but these new allegations are only being made because people are looking for something that they can easily bully to make themselves feel better. I'm a person who is unapologetically on the left (trans rights, pro-choice, liberal politics, etc.) and yet I am still dismayed by the campaign to make D&D "inclusive". Changes like the Vistani in CoS and Wheelchair accessible dungeons were well-warranted, and the people arguing against that are just using it as a veil for bigotry. However, the same is true for the people comparing various minority groups to very-not-real fantasy "races". Now, to be fair, the term race should be abandoned in replaced with species or lineages, as that will satiate both groups. I also hate how actual bigots in the fandom are using arguments like mine (even though all I want is to be able to access pre-errata versions of the books) to support their cruel and ignorant views.
If the people who are attacking D&D actually wanted to make change, they would be campaigning for trans rights, gay rights, environmental accountability, and other far more important issues rather than going after a very progressive RPG, which 5E was long before people started curb-stomping the designers (figuratively... I hope).
Man, I wish I could like an article comment.
I'll take it.
Thank you for this detailed information about MotM. This has convinced me to finally purchase the hardcover editions of Volo's and MToF so I will always have access to the rich lore in those books and not have to contend with the pablum presented in this latest work. You've done me a great service and it is appreciated.
Or they could use the PUBLISHED OPTIONAL RULE to pick the ASI they want with permission from the DM. It doesn't make sense to you because you apparently didn't know that the rule existed and you didn't read most of my comment. The issue is that now it is the default to make it whatever you want. Now if you pick a suboptimal ASI, it's not you overcoming some hurdle. You're just as generic and common as everyone else in the world.
Regarding the part about expecting them to just abandon the purchase model in favor of a subscription model, I kinda hope they do. That would get rid of my financial commitment to staying with D&D Beyond and D&D as a whole... I'm getting tired of this...
Agreed!
We need a like button on here!
Just another feather in Kobold Press's cap for being better at writing and designing 5e supplements and campaign settings than WoTC. Just showing again, WoTC's success is dependent on other talented backs, not their own.
Fun side note, are you guys going to update the Racial Monster templates for Goblins, Orcs, Hobgoblins, Lizardfolk, Bugbears, etc. that are now playable races? Their stats seem to denote a "racial" prejudice or environmental subjection that shows them as either superior or lesser to a human commoner.
Don't want to make any assumptions that the lumbering Bugbear might be stronger than a human. Bugbear = Str. 15, Dex. 14, Con. 13, Int. 8, Wis, 11, Cha. 9 Human = all 10's
seems like we are noting Bugbear as dumb, anti-social and extremely physically capable compared to us humans. Someone might get offended.......
Oh wait, I see what the issue is it is how they are born and survive, so why did you pull the ability stats away?
Bugbears are born for battle and mayhem. Surviving by raiding and hunting, they bully the weak and despise being bossed around, but their love of carnage means they will fight for powerful masters if bloodshed and treasure are assured.
How? You want a challenge? Pick ASI that don't match what you need. What a stupid af argument. Want to play a buff, stupid orc wizard then give yourself a 10 int, and +2 to str. How has that changed? Sounds like you're a control freak who uses the rules to force players to play the game how you want. If player want to use bad stats they can, challenge shouldn't be "oh look your stats suck." You can incorporate MUCH more interesting challenge then stat problems. Lol.
How has it changed? Simple, the general SPECIES structure is governed by it they are stronger and a little dim witted. Maybe you could have just put your dump stat into Str, and you high stat into Int, vs. a SPECIES change and some BS lore to change other creatures. Because Orc wizards should be quiet rare, as the genetic make up of them is pretty clear. Raise a tiger at home instead of the wild, does it become a kitty cat and have different stats, NO. It is a tiger, looking like any other tiger, maybe with less scars, better food, but JUST THE SAME.
You are speaking of rare or unique situation in a campaign, why would anyone in their right might change the whole creature write-up for that when a DM has more than enough power and right to do it for a player with a solid background/story.
Exactly! The self-imposed challenges are still there; nothing is stopping anybody from playing a bugbear cleric with +2 CHA and +1 DEX. The fact that it's an official feature instead of an optional rule is completely immaterial. The only real issue I can identify is the removal of the lore, and even then, I never really paid attention to it.
Wow, that was pretty angry, I read your entire comment and I knew/know what the rules were previously and I know that there is a little button if you want to use optional rules. The optional rules button is still there for races from old books and it is still the default. It's not an option for the new books and I assume it won't be an option for upcoming content, but no one is making anyone use the new book, the new rules or the new races.
I also think this is a perfect forum for expressing your displeasure in WOTC for changing their approach to ASIs, but you can't expect everyone to agree with your displeasure no matter how angry you get.
I have always felt it's your story not your stats that define your character and how you should role play and the new ASI rules better account for this approach, but the new race descriptions make this more difficult.
I apologize for coming off as angry. That was not my intention. I'm just tired of explaining the same thing over and over again.
I don't expect everyone to agree with me, but I do expect those who disagree with me have reasons for disagreeing with me besides "I don't like the old way, so the old way should be stricken from the records without actually adding any flexibility." You have always been able to customize the ASI outside of AL. The publication of that in Tasha's as an optional rule solidified that. Being able to use it in AL would be a valid reason for the change, but I haven't seen a single person bring that up.
Yes, it's your story, not your stats that are important, but your story is pretty pointless if it goes against the world in which your story takes place. With the optional rule becoming the default, there is now no difference between any of the playable species in terms of ability scores. Now the story that your kobold overcame his very nature and prejudice of the outer society to become a world-renowned artificer is no longer a viable story when the average intelligence of a kobold is the same as everything else by default.
I've seen the argument made that they're trying to make it setting agnostic. Ok? So the. Why are there still racial feats? What do you think is more likely, that the orcs of your different setting are a little stronger than your average humanoid, or that they can move twice as quickly as others in short bursts? Or that the kobolds of your setting are a little more dextrous than average, or that they have the ability to cast spells innately and terrify nearby creatures with a roar? It's easier for a DM to say "the orcs in my world are intelligent and a bit dextrous rather than the strong and resilient orcs that you see in basically every other setting" than it is to say "scrap all of the racial feats the rules say you get, that's not what they're like in my world." So why did they remove the ASI, but double down on feats?
Just bought this book. A total rehash of Mordenkainen's Tome of Foes, nothing new. Here I thought they might expand the Demon Lords and maybe give a stat block for an Archdevil that wasnt previously listed. It's $40 for more race customization, basically. Would not recommend if you're happy with player races as they are.