Homebrew Amber Goblin Species Details
Certain Goblins undertake a ritual in which they ingest the sap of the World Tree, a mystical elixir known as Amber. Amber changes the goblin both inside and out, increasing their size and toughness, and giving them several inherent magical abilities. However, they are still significantly weaker than most other humanoid races, so Amber Goblins use their inherent magical abilities to become excellent thieves and assassins.
Amber Goblin Traits
Your Amber Goblin character has the following racial traits.Fury of the Small
When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.
Ability Score Increase and Languages
Your Dexterity score increases by 2, and your Constitution score increases by 1.
You can speak, read, and write Common and Goblin.
Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Blood of Amber Spawn
The magical amber that suffuses the genetic structure of your mutated body grants you unique abilities at the expense of this magic. You gain amber points based on your Constitution modifier that you can spend to perform any of the abilities listed for this race.
Amber Vision
As a bonus action you can use 1 Amber point to enhance your Darkvision to let you see in any non-magical darkness as if it were bright light for up to 1 hour outside of combat (concentration) or 1 minute in combat. This ability also lets you detect passive magical effects, such as magical traps, enchantments, or invisible enemies. When using the enhanced vision, the world takes on a monochrome, sepia tone.
Toxic Saliva
You can manipulate the amber within yourself to mutate your saliva so that it becomes a deadly poison. As an action you spit into a small container or food or beverage, such as a plate of food, a waterskin, or a tankard of ale expending 2 Amber points to do so. The poison lasts for 2 hours and any creature that consumes the tainted food or beverage must make a constitution saving throw. On a failed save, the creature takes 33 (6d10) Poison damage and are considered poisoned for 1 minute. On a success they take half the damage and aren't poisoned. The poison has a DC = 13 + your constitution modifier which also determines the passive perception or Investigation check required to discern its existence.
Clone
As an action, you can expend 4 Amber points to draw on the magic amber that flows through your body and vomit up a ball of genetic tissue and amber that forms into a clone of yourself. The clone has 1 hit point, and doesn't look exactly like you. This clone shares your movement speed, but will not act on its own, even to defend itself. You must use your action to control the clone. When doing so, you can see through the clone's eyes and hear through its ears. The clone can interact with objects, hide, dash, dodge, make a distracting growling sound, or make a grapple attack against an enemy that is Medium or smaller. The attack does no damage, but gives you advantage on any creatures so effected. The clone lasts for 1 hour before it dissolves into a pool of Amber. The clone will also dissolve if you are more than 100 feet from it. If you are to die while your clone still exists, you’ll be brought back to life in the last known location of your clone with a quarter of your hit point maximum, no equipment, and three points of exhaustion.
Previous Versions
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12/20/2023 4:36:21 PM
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Coming Soon
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