Homebrew Hopkinsville Goblin Species Details

A subterranean folk, goblins can be found in every corner of the multiverse, often beside their bugbear and hobgoblin kin. Long before the god Maglubiyet conquered them, early goblins served in the court of the Queen of Air and Darkness, one of the Feywild’s archfey. Goblins thrived in her dangerous domain thanks to a special boon from her—a supernatural knack for finding the weak spots in foes larger than themselves and for getting out of trouble. Goblins brought this fey boon with them to worlds across the Material Plane, even if they don’t remember the fey realm they inhabited before Maglubiyet’s rise. Now many goblins pursue their own destinies, escaping the plots of both archfey and gods. These breed of Gobbos, known as Hopkinsville Goblins, found their ways into the stars by ways of amazing spaceships and/or spelljammers of insane sizes. They travel everywhere they can on giant colony ships that are the size ratios of small to large moons with other goblinoid types and a few other humanoids like warforged or humans. They like traveling with their own slice of the feywild and wild sci-fi madness powered orbs of wonderous design known as Hopkinsville Orbs. And they can be as small as a small aircraft or as big as a large moon. They normally come in shades of grey and rarely in a shade of dark brown or light green skin.

Hopkinsville Goblin Traits

As a hopkinsville goblin, you have the following racial traits.

Creature Type

You are an Aberration. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid.

Size

You are Small.

Speed

Your walking speed is 30 feet.

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 discern colors in that darkness only as shades of gray.

Spaceman Ancestry

You have advantage on saving throws you need to make in response to hazardous locations such as stuff on fire, extreme heat or cold, radioactive zones, a zero atmosphere environment, or etc. One you pass this saving throw you are immune to whatever you needed to make the saving throw for, for upto 24 hours.

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 proficiency bonus.

You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.

Nimble Escape

You can take the Disengage or Hide action as a bonus action on each of your turns.

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