Homebrew Two Goblins In a Trench Coat Species Details
you are two Goblins in a trench coat.
Two Goblins In a Trench Coat Traits
..Size
You are Medium while one creature and Small while two creatures.
Two "Man" Team
When a creature speaks or otherwise interacts with you for the first time they must succeed a(n) Perception/ Investigation check against your passive Deception/ Sleight of hand skill or perceive you as either a hamen . Further checks will be made when appropriate, similar to discovering an illusion.
While in disguise you count as a single creature for the purpose of taking damage, making any saving throws, or ability/ skill checks. When you are asleep you both sleep as one and gain the benefits of a long rest as a single character, but your disguise is not held. You may only attune to up to three items as normal.
As a bonus action you may choose to throw off your disguise and become two kobolds. Choose an adjacent 5 foot space for the second Goblin to occupy. While separated in this way you have the following traits:
- Your current health pool is divided evenly between the two Goblin. Round down.
- They each use the same initiative and have the same speed.
- Each Goblin has an action, a bonus action and a reaction.
- Class levels are split as you choose amongst the Goblins, but once you choose to give a level to a Goblin it will always have that level. (They may never be more than two levels apart.)
Example: While combined you are Rogue 4, Fighter 2. When you split, you may choose to become, A {rogue 3} and a {Rogue 1, Fighter 2}, or any combination of those levels. But then those levels stay with those Goblins, and you cannot change them the next time you split. Write them down. On level up, choose which of the two Goblins gains the level. While level one you split into one level one character and an unleveled DMG Kobold, but with a split health pool.
- Any conditions present when the split happens are carried over to both creatures.
- Each Goblin retains the same base attributes, skill proficiencies, and racial traits as the combined entity.
- When taking damage or making saving throws the Goblins make them individually.
- Choose which of your attuned magic items go with which Goblin when they split.
For an action and half your movement you can recombine, adding your health pool back together, becoming one creature, and reassuming your disguise.
Ability Scores
Your Dexterity increases by 1, your wisdom by 1, and on score of your choice by 1.
Languages
You can speak, read, and write common and goblin.