Homebrew Feygoblin Species Details

A gift to a tribe of Goblins who defied logic and helped a Fey deity in a dire time of need. These Goblins were introduced to the Feywild and became Fey themselves before their homeland met the destruction from a terror overtaking. Asked what more to repay the large debt the deity had the chieftain asked to forget of all of the horrors they endured from the terror. A vague request, the deity took liberates, and the Goblins fell asleep..


..Consciousness came and a rebirth to a new species called Feygoblin. Looking across at one another they saw beings with either a beautiful green or blue skin but vibrant shocking hair colors like magenta, merigold, or mint and their eyes of a similar color. Unfamiliar with what they were before they were unaware that they are taller than your average Goblin and easier on the eyes compared to before, you could mistaken them for a natural native of the Feywild.


A familiarity with the lands and dangers of the Feywild was imprinted into this rebirth as well. Their culture would evolve without guidance except for a small little fact the deity before its departure spoke to one, favored one, and she henceforth was the leader of the tribe and shaman called Brightness. Most, if not all, became bewildered by the nature and magic around them and as time passed was welcomed by the native Fey.


Some time went before the information gathered that they themselves were once known as Goblins and came from a different land. A way in which to enter the Material Plane was given to those of the Feygoblin who wished to gain knowledge of their origins and gather other information for stories to tell upon their return to the tribe. So upon adulthood they were allowed to set forth on this adventure.

Feygoblin Traits

As a Feygoblin you have the following racial traits.

Ability Score Increase

Your Charisma score increases by 2, and your Strength score increases by 1.

Age

Feygoblin reach adulthood by 18 and being reborn as Fey can live for 250 years.

Alignment

Feygoblins typically act on impulse more than reason and are more commonly chaotic. Evil Feygoblin are very rare.

Size

Feygoblin are between 4 and 5 feet tall and weigh between 60 and 120 pounds. Your size is Medium. Very rarely is there a above average weight Feygoblin.

Speed

Your base walking speed is 30 feet.

Fey Ancestry

You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Brave Ancestry

You have advantage on saving throws against being frightened.

Fey Whispers

In any conscious instance of rolling a non damage dice 1d20 and getting a natural one before any further action you roll a 1d6:

1. Pixie Giggles! - Until the end of your next turn your highest ability modifier becomes zero, the same applies if more than one meets criteria and any half damage you would take is increased to full damage. Outside of combat this affect lasts five minutes. Should your party enter combat this affect is concluded.

2. Self Foot Trip - You have fallen prone. In combat should the d20 be an attack roll you fall prone after the attack.

3. Anxiety - Until the end of your next turn you cannot attack and use your turn spending your movement to get as far away from everyone, this does not provoke attacks of opportunities. Or, if outside of combat, engage in any social interactions. Outside of combat this affect lasts five minutes. Should your party enter combat this affect is concluded.

4. Slog - Any additional movement speed placed upon you by a spell is removed and, in combat, the first instance of any additional actions after the roll is unavailable unless if its to attack for the first time.

5. Rawr! - For one minute while in combat everyone is considered hostile and you cannot cast spells. You must attempt to attack a new target every turn at least once. Your allies can make an opportunity attack against you. Damage exceeding one point from an ally removes this effect. Outside of combat a inanimate object of your choice is attacked by you for one minute or until an ally intervenes.

6. Reverse of Fortunes - Your roll becomes twelve before adding modifiers.

In any conscious instance of rolling a non damage dice 1d20 and getting a natural twenty before any further action you roll a 1d6:

1. Sprite Cheers! - Until the end of your next turn all saving throw modifiers become equal to your highest saving throw modifier and any half damage you would take is reduced to zero damage. Outside of combat during the next five minutes the first ability check or saving throw roll you make is done with advantage after which this affect is concluded. Should your party enter combat this affect is concluded.

2. Inhale Peacefully - Any conditions are removed. This includes invisibility and it removes a single point of exhaustion.

3. Anxiety - Until the end of your next turn you cannot attack and use your turn spending your movement to get as far away from everyone, this does not provoke attacks of opportunities. Or, if outside of combat, engage in any social interactions. Outside of combat this affect lasts five minutes. Should your party enter combat this affect is concluded.

4. Zooms - Until the end of your turn you may as a bonus action take the Dash, Disengage, or Hide action. Outside of combat you have advantage on your acrobatics and stealth rolls for one minute. Should your party enter combat this affect is concluded.

5. Stealth Scratches - You become invisible for one hour. During this time you may attack without interrupting your invisibility. Any of the following will remove this affect from yourself. Casting any spells, saying more than five words in under a minute, or rolling a one or twenty. Should your party enter combat this affect is concluded.

6. Reverse of Fortunes - Your roll becomes twelve then you subtract the modifiers from it.

Languages

You know Common, Sylvan, and Goblin. However most Feygoblin have found little value in time spent reading and writing. Being able to do so is an option.

Previous Versions

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12/19/2021 3:14:40 AM
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