Homebrew Amber Goblin Species Details
Certain Goblins undertake a ritual in which they ingest the sap of magical ancient tree, a mystical elixer 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.
Ability Score Increase and Languages
Your Dexterity and Constitution increase by 1, and you can also increase your Intelligence or Wisdom by 1.
You can speak, read, and write Common, Elvish, Goblin, and Orc.
Age
Amber Goblins age at the same rate as normal goblins, but the ingestion of the Amber effectively stops the aging process. While still susceptible to injury, toxins, and disease, the ravages of time no longer have any effect on Amber Goblins.
Alignment
The Amber has increased your mental faculties and dampened your baser instincts. However, you are considered an abberation even among your own kind. This strange dichotomy means most Amber Goblins are Chaotic Neutral.
Size
Amber Goblins are roughly 6 to 12 inches taller than regular goblins, usually standing right at four feet tall. The Amber has suffused their bodies, making them significantly heavier, averaging about 100 pounds.
Speed
Your walking speed is 30 feet. You also have a limited climbing speed of 15 feet. You cannot crawl across walls or ceilings like a spider, but your enhanced dexterity allows you to climb most surfaces fairly easily.
Amber Vision
You possess a unique form of Darkvision known as Amber Vision. 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.
Once per long rest you can enhance your Amber Vision to let you see in any non-magical darkness as if it were bright light for up to 1 minute. This ability also lets you detect passive magical effects, such as a magical trap or an invisible enemy. When using the enhanced Amber vision, the world takes on a monochrome, sepia tone.
Clone
Using an action, you can summon the Amber that flows through your body and vomit up a ball of Amber that forms into a clone of yourself. The clone has 1 hit point, and advantage on all stealth and sleight of hand ability checks. 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 one minutes before it dissolves into a pool of Amber. The clone will also dissolve if you are more than 100 feet from it.
Toxic Saliva
You can manipulate the Amber within yourself to manipulate your saliva so that it become a deadly poison. Once per short rest, you can spit into a small container or food or beverage, such as a plate of food, a waterskin, or a tankard of ale. Any creature that consumes the tainted food or beverage takes 4d10 damage.
Amber Invisibility
You can manipulate the Amber in your bloodstream to allow light to flow through your body, making you effectively invisible. This effect is extremely taxing however, and can only be used once a day.
Amber Goblin Traits
.Previous Versions
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