Alternate Racial Traits and Feats

Goblin Traits

Your goblin character has the following racial traits.

Ability Score Increase. Your Dexterity score increases by 2 and your Constitution decreases by 2.

Age. Goblins reach adulthood at age 8 and live up to 60 years.

Alignment. Goblins are typically neutral evil, as they care only for their own needs. A few goblins might tend toward good or neutrality, but only rarely.

Size. Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is small.

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.

Nimble Escape (NPC). You can take the Disengage or Hide action as a bonus action on each of your turns.

Nimble Escape (PC). Opportunity attacks made against you have disadvantage.

Languages. You can speak, read, and write Common and Goblin.

Subrace. Four subraces of goblin exist: desert goblin, flatheads, greenskins, and mountain goblins.

Desert Goblins

Desert goblins are goblins that, quite simply, roam the desert. They usually live in tribes of hunter-raiders, who survive on a combination of wild game and whatever supplies they can pillage from caravans going through the desert.

Ability Score Increase. Your Dexterity score increases by an additional 1.

Born to Survive. The maximum Dexterity ability score your character can have is 22.

Harsh Upbringing. You are proficient in Survival. You have advantage on checks to find food or water.

Goblin Weapon Training. You are proficient with shortbows, scimitars, slings, and nets.

Flatheads

For reasons that are not entirely clear, certain members of the Greenskin goblin subrace are born Flatheads or, more simply, morons. Though they share the same physical appearance as Greenskins, these goblins are stupid and irrational, but their physical durability and utter lack of regard for their own safety--or at least, their lack of knowledge about what will keep them safe--makes them an asset to the tribes they are born into.

Ability Score Increase. Your Constitution increases by 2, and your Intelligence decreases by 2.

Can Eat Anything. You have resistance to poison damage and advantage on saving throws against poison.

Prone to Exploding. You have resistance to fire damage.

Cower, Grovel, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

Greenskins

Greenskins are the prototypical, gold-loving goblin. The live either in small tribes outside cities and settlements, and occasionally enter those areas to do business. Although their presence is often treated with disdain, Greenskins are usually not attacked on sight like other goblins are. They can be as devious and deadly as other members of their race, but for them, the bottom line is the ultimate goal.

Ability Score Increase. Your Charisma increases by 1.

Silver Tounge. You are proficient in persuasion.

Impressive Miser. You have advantage on checks to haggle for the price of an item with a merchant. This will not work on all merchants, for many have been stiffed by a goblin before. Your daily lifestyle cost is also cut in half.

Goblin Weapon Training. You are proficient in blowguns, hand crossbows, and slings.

Mountain Goblins

Mountain goblins, or "deep goblins," make their homes underground, often in abandoned mines or tunnel networks. They rarely exit their homes except to hunt, but any traveler who moves through their territory must be ever-wary of watching, greedy eyes in the dark.

Ability Score Increase. Your Strength increases by 1.

Superior Darkvision. Your darkvision has a radius of 120 feet.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to percieve is in direct sunlight.

Harsh Upbringing. You are proficient in Survival. You have advantage on checks to find food or water.

Goblin Weapon Training. You are proficient with shortbows, scimitars, and one martial weapon of your choice.

Orcs

Your orc character has the following racial traits.

Ability Score Increase. Your Strength increases by 2.

Age. Orcs reach adulthood at age 12 and live up to 50 years.

Alignment. Orcs are vicious raiders, who believe that the world should be theirs. They also respect strength above all else and believe the strong must bully the weak to ensure that weakness does not spread like a disease. They are usually chaotic evil.

Size. Orcs are usually over 6 feet tall and weigh between 230 and 280 pounds, Your size is medium.