Goblin

“BOOM!” - Literally every goblin

Alternate Name or Title


You can't stand the smog that blankets most of Saevalux. If you are unmasked you quickly begin to feel your mind changing. You'll be irreversibly insane if you go uncovered for more than a year.

Goblins are industrious creatures who have adapted to the smog-choked landscapes created by rampant technological progress. They don masks as a necessary shield against the maddening fumes, a precaution that has become a deeply ingrained aspect of their culture. Far from resenting this necessity, goblins have embraced the march of technology with fervor, particularly showing an affinity for firearms. Their society values ingenuity and the ability to harness the power of machinery, making even a small tribe of goblins a formidable threat should they manage to arm themselves with stolen guns.

Homeland: Varies

Creature Type: Humanoid (Fey Ancestry)

Key Figures:

Key Groups:

Lifespan: 60 Years

Racial Trait - Risking It All!


You gain proficiency with firearms.

Before you make a ranged attack with a firearm that you are proficient with, you can choose to take a -7 penalty to the attack roll. If the attack hits, the attack is considered a critical hit. If the attack misses, you take the damage of the attack, but the attack is not considered a critical hit.

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Alternative Racial Trait - Fallen Fury


When you remove your mask, you must make a Constitution saving throw at the end of your turn. On a failure, you must roll on the Short-Term Madness Table.

Reequipping your mask is a bonus action.

While unmasked and making Constitution saving throws to maintain your sanity, you may substitute your Strength or Dexterity modifier for either your Intelligence, Wisdom, or Charisma modifier when making attack rolls. You also add your Intelligence, Wisdom, or Charisma modifier to your damage rolls.

If you remain unmasked for an extended period, you risk developing permanent madness.


Short-Term Madness Table

d100

Effect (lasts 1 turn)

01–20

The character retreats into his or her mind and becomes Paralyzed. The Effect ends if the character takes any damage.

21–30

The character becomes Incapacitated and spends the Duration screaming, laughing, or weeping.

31–40

The character becomes Frightened and must use his or her Action and Movement each round to flee from the source of the fear.

41–50

The character begins babbling and is incapable of normal Speech or Spellcasting.

51–60

The character must use his or her Action each round to Attack the nearest creature.

61–70

The character experiences vivid hallucinations and has disadvantage on Ability Checks.

71–75

The character does whatever anyone tells him or her to do that isn’t obviously self-­ destructive.

76–80

The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal.

81–90

The character is Stunned.

91–100

The character falls Unconscious.