Expanded Racial Feats II

One month later, we return with another array of new racial feats! This time around, we focused on Volo's 'monstrous' races, so basically goblins and goblin accessories. There are some weirder feats in this set, but we think you'll like them as much as you seemed to like the first batch. Let us know, and check back next month for another set of racial feats!

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Expanded Racial Feats II

Our first set of expanded racial feats focused on some of the notable races from Volo’s Guide to Monsters— aasimar, firbolg, kenku, and triton. This set changes focus to pay special attention to the monstrous variety of player races— namely the three kinds of goblinoids and kobolds.

Much like the first set, these feats are designed to emphasize and augment both the flavor and gameplay of the characters that take them, letting players lean into tropes of their race to do some interesting and strong things without throwing game balance out the window. Each is balanced with the understanding that only a given race can acquire them, and that each is unattainable until 4th level.

Barrel-Chested Goblin-Chucker

Prerequisite: Bugbear

Through trial and error, you’ve learned the most efficient way to move weaker creatures around quickly. You gain the following benefits:

  • You can initiate and maintain a grapple at a range of 10ft.

  • When you make an opportunity attack, you can attempt to grapple the provoking creature instead.

  • As an action you can throw a creature no larger than you that you are grappling. If the creature is unwilling, make a grapple check. If you succeed, you hurl the creature a number of feet away from you equal to 5 x your proficiency bonus. If you throw the creature upwards, this distance is halved. If the creature is smaller than you, you have advantage on the grapple check.

Hobgoblin Field Tactics

Prerequisite: Hobgoblin

You embody a truly commanding presence on the battlefield. You gain the following benefits:

  • You can use your bonus action to choose one or more creatures that can see and hear you. When you do, those creatures can use their reaction to move up to their movement speed. You can move a total number of creatures in this way up to your proficiency bonus. You regain all expended uses when you complete a long rest.

  • When you witness an ally miss an attack roll or fail a saving throw, you can use your reaction to grant that creature a bonus to the roll equal to the number of its allies that can see it, up to a maximum of +5, potentially changing the outcome of the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. You can do this a number of times equal to your proficiency bonus, regaining all expended uses after finishing a long rest.

Lockjaw

Prerequisite: Goblin

You know the one great truth about being a goblin: once you bite, you don’t let go. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.

  • Your teeth become natural weapons. They deal 1d6 piercing damage on a hit and have the finesse property, and you can grapple using your jaws. While grappling in this way, you cannot speak or cast spells with verbal components, and you cannot use your jaws to attack any creature except the one you are grappling.

  • You have advantage on melee weapon attacks against grappled creatures.

Scrappy Sapper

Prerequisite: Kobold

Kobolds are really talented at two things: cowering and ambushing. You specialize in the latter. You gain the following benefits:

  • You gain proficiency with thieves’ tools, tinker’s tools, carpenter’s tools, or mason’s tools.

  • You gain proficiency with improvised weapons, and you can use Dexterity for your attack and damage rolls with improvised weapons.

  • You have a knack for setting up - and taking apart - traps. You have advantage on any ability check relating to setting up or disabling a trap that has not been triggered, and you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks to notice traps.

  • As long as you remain still while hiding, you have advantage on any Dexterity (Stealth) checks you make to remain hidden.

Survival Instinct

Prerequisite: Bugbear, goblin, or hobgoblin

You know how to get yourself out of danger and put your friends into it - in a good way. You gain the following benefits:

  • You gain proficiency in your choice of Dexterity or Constitution saving throws.

  • As a reaction to being targeted by an attack, you can choose a willing non-hostile creature within 5 feet of you. You and that creature change places and the chosen creature becomes the target of the attack.

  • You benefit from cover from allied creatures up to one size smaller than you. When an allied creature provides cover for you they provide three quarters cover instead of half cover.

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A Brief Musing on the Grimgully