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Jubbol's Song

Jubbol
Jubbol is a short (even for a goblin), muscular individual who
even other goblins consider a bit of a dangerous savage. In Jubbol bash and Jubbol kill,

Jubbol chop and blood will spill,

battle, he enters a frothing frenzy and screams at the top of Jubbol stab you through and through,

his lungs. However, his resemblance to a toad (even his voice All things Jubbol love to do!
is deep for a goblin) and prowess make him a valued member
of the Licktoad tribe.
Equipment
Horsechopper (halberd), morningstar, knife (dagger), 6
javelins, potion of healing, flask of alchemist's fire, 2 flasks of
oil, lucky pet toad ("Skipping Rock"), necklace of dog teeth,
small backpack, crudely made lizard skin breeches, poorly
tanned dog pelt, battered leather hat, humanoid skull painted
with a happy face, cracked humanoid skull painted with a sad
face, small bait pouch, 2 jars of pickled animal parts
(equivalent of 2 days of trail rations), 2 torches, small
waterskin

Jubbol Rage. In battle, you fight with primal ferocity. On your


turn, you can enter a rage as a bonus action. While
Male goblin barbarian 1

raging, you gain the following effects if you aren't


Small humanoid (goblinoid), neutral evil
wearing heavy armor:
You have advantage on Strength checks and Strength
Armor Class 16 saving throws.
Hit Points 15 (1d12+3) When you make a melee weapon attack using Strength,
Speed 30 ft. you gain a +2 bonus to the damage roll.
You have resistance to bludgeoning, piercing, and
slashing damage.
STR DEX CON INT WIS CHA If you are able to cast spells, you can't cast them or
15 (+2) 16 (+3) 16 (+3) 8 (-1) 10 (+0) 8 (-1) concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are
knocked unconscious or if your turn ends and you
Saving Throws Str +4, Con +5
haven't attacked a hostile creature since your last turn
Skills Intimidation +1, Survival +2
or taken damage since then. You can also end your
Senses darkvision 60 ft., passive Perception 10
rage on your turn as a bonus action.
Languages Common, Goblin
Once you have raged twice, you must finish a long rest
Challenge 1/2 (100 XP)
before you can rage again.
Fury of the Small. When you damage a creature with an Actions
attack or a spell and the creature's size is larger than
yours, you can cause the attack or spell to deal 1 extra Horsechopper (halberd). Melee Weapon Attack: +4 to
damage to the creature. Once you use this trait, you hit, reach 10 ft., one target. Hit: 7 (1d10+2) slashing
can't use it again until you finish a short or long rest. damage.
Killer. You made your first kill at a very young age and Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft.,
found the task of war or murder to your liking. You one target. Hit: 6 (1d8+2) piercing damage.
either take particular pride in a well-placed blow, or
find vile pleasure in twisting the blade to maximize Knife (dagger). Melee or Ranged Weapon Attack: +5 to
your target's pain. When you score a critical hit with a hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5
melee weapon attack, you can roll one of the (1d4+3) piercing damage.
weapon's damage dice one additional time and add it Javelin. Melee or Ranged Weapon Attack: +4 to hit, range
to the extra damage of the critical hit. 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage.
Nimble Escape. You can take the Disengage or Hide
action as a bonus action on each of your turns.
Unarmored Defense. While you are not wearing any
armor, your Armor Class equals 10 + your Dexterity
modifier + your Constitution modifier. You can use a
shield and still gain this benefit.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Leadfinger's Song
Leadfinger
Leadfinger has an amazingly long attention span for a goblin.
He is also fairly soft-spoken and repulsively ugly (to a goblin, Leadfinger's mighty swing and bash

Surely beats those good guys' ass.

anyway). He would be derided by his tribe-mates for these When they see his shining steel,

abnormalities if it weren't for his bad habit of following All they can do is simply squeal.
enemies home at night and hurting them, badly. Leadfinger
makes his home in the marsh just outside the village for fear
of retaliation, though he'll insist he simply enjoys the solitude.
Equipment
Bastard sword, scale mail, shield, potion of healing, flask of oil,
lucky pet toad ("Dart"), small backpack, patched small blanket,
patched and stained dark blue blouse, patched and muddy
brown cloak, fishhook, flint and steel, small belt pouch, empty
flask, jug of charred elf fingers (the equivalent of 1 day's trail
rations), 50 foot ball of string, torch, small waterskin,
collection of enemies' ears (his favorite is the one he took
from leering Mogwag)

Leadfinger Fury of the Small. When you damage a creature with an


attack or a spell and the creature's size is larger than
Male goblin paladin 1

yours, you can cause the attack or spell to deal 1 extra


Small humanoid (goblinoid), neutral evil
damage to the creature. Once you use this trait, you
can't use it again until you finish a short or long rest.
Armor Class 16 (scale mail, shield) Lay on Hands. Your blessed touch can heal wounds. You
Hit Points 13 (1d10+3) have a pool of healing power that replenishes when
Speed 30 ft. you take a long rest. With that pool, you can restore a
total number of hit points equal to your paladin level
x 5. As an action, you can touch a creature and draw
STR DEX CON INT WIS CHA power from the pool to restore a number of hit points
14 (+2) 10 (+0) 16 (+3) 8 (-1) 10 (+0) 15 (+2) to that creature, up to the maximum amount
remaining in your pool. Alternatively, you can expend
5 hit points from your pool of healing to cure the
Saving Throws Wis +2, Cha +4
target of one disease or neutralize one poison
Skills Deception +4, Medicine +2, Religion +1
affecting it. You can cure multiple diseases and
Senses darkvision 60 ft., passive Perception 10
neutralize multiple poisons with a single use of Lay
Languages Common, Goblin
on Hands, expending hit points separately for each
Challenge 1/2 (100 XP)
one. This feature has no effect on undead and
constructs.
Divine Sense. The presence of strong good registers on Nimble Escape. You can take the Disengage or Hide
your senses like a noxious odor, and powerful evil action as a bonus action on each of your turns.
rings like heavenly music in your ears. As an action, Ugly Swine. You are a repulsive little freak whose origins
you can open your awareness to detect such forces. are unclear. Your head is small for a goblin and your
Until the end of your next turn, you know the location mouth oddly narrow, allowing you to pass in urban
of any celestial, fiend, or undead within 60 feet of you environments as an unidentifiable mongrel, providing
that is not behind total cover. You know the type you keep a low profile. However, if examined closely,
(celestial, fiend, or undead) of any being whose your goblin origins are revealed. You gain proficiency
presence you sense, but not its identity. Within the in the Deception skill, and have advantage on skill
same radius, you also detect the presence of any checks made to disguise yourself as a member of
place or object that has been consecrated or another race.
desecrated, as with the hallow spell. You can use this
feature a number of times equal to 1 + your Charisma Actions
modifier. When you finish a long rest, you regain all
expended uses. Bastard sword. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 6 (1d8+2) slashing damage, or 7
(1d10+2) slashing damage if used with two hands.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Mevis's Song
Mevis the Magnificent
Mevis is flashy and overbearing; although not particularly
clever or observant, she's nimble and inspiring. She loves to Mevis dance and Mevis sing.

Mevis lash and whip cut stings!

insult and taunt opponents while encouraging her Mevis shriek and laugh with glee.

companions. She feels uncomfortable outside of water and Kill you dead, then Mevis feed!
prefers to be soaking wet at all times.
Equipment
Twisty vine (whip), 2 knives (dagger), 3 javelins, studded
leather armor, shield, vial of acid, flask of oil (2), lucky pet toad
("Bandana"), hollow reed (for hiding underwater), leather-and-
bone codpiece, hat made from a loincloth with a hole cut in it
for Bandana to peek out, stained and muddy purple robe with
a ripped hem, small belt pouch, stale salted fish (equivalent of
2 days trail rations), extra peg leg, whistle, sack of useless junk
retrieved from Brinestump's bog

Mevis the Magnificent Fury of the Small. When you damage a creature with an
attack or a spell and the creature's size is larger than
Female goblin bard 1

yours, you can cause the attack or spell to deal 1 extra


Small humanoid (goblinoid), neutral evil
damage to the creature. Once you use this trait, you
can't use it again until you finish a short or long rest.
Armor Class 17 (studded leather, shield) Nimble Escape. You can take the Disengage or Hide
Hit Points 10 (1d8+2) action as a bonus action on each of your turns.
Speed 30 ft., swim 20 ft. River Rat. You learned to swim right after you learned to
walk. When you were a youth, your father would toss
you in the river to grab fish with your teeth, and you
STR DEX CON INT WIS CHA would have to snag overhanging branches with a vine
12 (+1) 17 (+3) 14 (+2) 8 (-1) 8 (-1) 15 (+2) to pull yourself back to shore before being washed
away. You gain a swimming speed of 20 feet,
proficiency in the Athletics skill, and have advantage
Saving Throws Dex +5, Cha +4
on skill checks involving swimming. You also gain
Skills Acrobatics +5, Athletics +3, Perception +1,
proficiency with a whip.
Performance +4
Spellcasting. You are a 1st-level spellcaster. Your
Senses darkvision 60 ft., passive Perception 11
spellcasting ability is Charisma (spell save DC 12, +4
Languages Common, Goblin
to hit with spell attacks). You have the following bard
Challenge 1/2 (100 XP)
spells prepared:
Cantrips (at will): friends, vicious mockery
Bardic Inspiration. You can inspire others through stirring 1st level (2 slots): cure wounds, dissonant whispers,
words or music. To do so, you use a bonus action on heroism, unseen servant
your turn to choose one creature other than yourself
within 60 feet of you who can hear you. That creature Actions
gains one Bardic Inspiration die, a d6. Once within
the next 10 minutes, the creature can roll the die and Twisty vine (whip). Melee Weapon Attack: +5 to hit,
add the number rolled to one ability check, attack roll, reach 10 ft., one target. Hit: 5 (1d4+3) slashing damage.
or saving throw it makes. The creature can wait until Knife (dagger). Melee or Ranged Weapon Attack: +5 to
after it rolls the d20 before deciding to use the Bardic hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5
Inspiration die, but must decide before the DM says (1d4+3) piercing damage.
whether the roll succeeds or fails. Once the Bardic
Inspiration die is rolled. it is lost. A creature can have Javelin. Melee or Ranged Weapon Attack: +3 to hit, range
only one Bardic Inspiration die at a time. You can use 30/120 ft., one target. Hit: 4 (1d6+1) piercing damage.
this feature a number of times equal to your Charisma
modifier (a minimum of once). You regain any
expended uses when you finish a long rest.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Stumpbiter's Song
Stumpbiter
Stumpbiter is a bit taller than most goblins, with a wiry build.
She also tends to be quiet, usually breaking into a vicious grin Stumpbiter hide and sneak about,

Licktoad tribe's very best scout.

instead of shrieks of joy. She prefers stalking opponents and Ambush, shoot dead, slice up too.

attacking from ambush. She is the twin sister of Reta Bigbad, Throw in pot and cook for stew!
and often tests her sister's awareness with a quick shot to the
knee.
Equipment
Shortbow with 20 arrows in a quiver made from a dried rat, 2
broken dogslicers (shortsword), leather armor, potion of
healing (2), lucky pet toad ("Latch"), pouch of spider jerky
(equivalent of 1 day's trail rations), Old Lady Fremont's
threadbare silk doily (pretty hat), faded dark green curtain
with several rips and tears (dress), fresh muddy dog foot
(snack), woven anklet made from all of Old Lady Fremont's
hair, rusty iron pot, leather vest with several small pockets
chewed by mice

Stumpbiter Fury of the Small. When you damage a creature with an


attack or a spell and the creature's size is larger than
Female goblin ranger 1

yours, you can cause the attack or spell to deal 1 extra


Small humanoid (goblinoid), neutral evil
damage to the creature. Once you use this trait, you
can't use it again until you finish a short or long rest.
Armor Class 14 (leather) Natural Explorer. You are particularly familiar with the
Hit Points 12 (1d10+2) swamp environment and are adept at traveling and
Speed 30 ft. surviving in such regions. When you make an
Intelligence or Wisdom check related to your favored
terrain, your proficiency bonus is doubled if you are
STR DEX CON INT WIS CHA using a skill that you're proficient in. While traveling
12 (+1) 17 (+3) 14 (+2) 8 (-1) 15 (+2) 8 (-1) for an hour or more in your favored terrain, you gain
the following benefits:
Difficult terrain doesn't slow your group's travel.
Saving Throws Str +3, Dex +5
Your group can't become lost except by magical means.
Skills Nature +1, Perception +4, Stealth +5, Survival +4
Even when you are engaged in another activity while
Senses darkvision 60 ft., passive Perception 14
traveling (such as foraging, navigating, or tracking),
Languages Common, Goblin
you remain alert to danger.
Challenge 1/2 (100 XP)
If you are traveling alone, you can move stealthily at a
normal pace.
Balloon Headed. Your head is particularly wide and large, When you forage, you find twice as much food as you
even for a goblin. You gain proficiency in the normally would.
Perception skill. Any skill checks that require you to While tracking other creatures, you also learn their exact
squeeze your head through a tight space are made number, their sizes, and how long ago they passed
with disadvantage. through the area.
Color Thief. Your skin is an odd tint that somehow Nimble Escape. You can take the Disengage or Hide
absorbs background colors. Maybe because you drank action as a bonus action on each of your turns.
a lot of potions. Maybe because you've been blessed
by the barghests. Maybe because you're just better Actions
than the other boring goblins. In any case, you have
advantage on Dexterity (Stealth) checks, providing Shortbow. Ranged Weapon Attack: +5 to hit, range
you wear only light armor or no armor. 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage.
Favored Enemy. You have significant experience Broken dogslicer (shortsword). Melee Weapon Attack: +5
studying, tracking, hunting, and even talking to two to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing
types of humanoid enemies: goblinoids and humans. damage.
You have advantage on Wisdom (Survival) checks to
track your favored enemies, as well as on Intelligence
checks to recall information about them.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Toadwart
Toadwart is a little strange, even for a goblin. He mutters to
himself, as if holding a conversation, at random times and
nearby objects often twitch as if about to move themselves.
When angry, his eyes develop a faint red glow. Oftentimes,
things will spring to fire near the myserious goblin for no
apparent reason. He is routinely found telling great tales of
draconic heroes, of which he is certainly one. His scaled red
dragon costume is his prized possesion.
Equipment
Sickle, sling with 10 bullets, potion of healing, flask of
alchemist's fire (2), lucky pet toad ("Drubbus the Fifth"), small
butterfly net, pouch of noxious-smelling herbs, flying lizard
tied up with string that is the last of its kind (snack), sewing
needle, 2 jars of stewed beetles and grubs (equivalent of 2
days trail rations), red dragon costume made of sewn together
lizard skins
Toadwart's Song

Toadwart love the swamp, he do!

Frogs and swamp love Toadwart too.

Don't call ugly, Toadwart hates.

Make magic fire, burns real great!

Toadwart Draconic Resolve. You're definitely a dragon. Just look at


those scales! So red and scaley. Your hit point
Male goblin druid 1

maximum is increased by 1.
Small humanoid (goblinoid), neutral evil
Fury of the Small. When you damage a creature with an
attack or a spell and the creature's size is larger than
Armor Class 14 (leather) yours, you can cause the attack or spell to deal 1 extra
Hit Points 13 (1d10+3) damage to the creature. Once you use this trait, you
Speed 30 ft. can't use it again until you finish a short or long rest.
Nimble Escape. You can take the Disengage or Hide
action as a bonus action on each of your turns.
STR DEX CON INT WIS CHA Spellcasting. You are a 1st-level spellcaster. Your
14 (+2) 14 (+2) 14 (+2) 10 (+0) 15 (+2) 8 (-1) spellcasting ability is Wisdom (spell save DC 12, +4
to hit with spell attacks). You have the following druid
spells prepared:
Saving Throws Int +2, Wis +4
Cantrips (at will): control flames (XGtE), produce flame
Skills Animal Handling +4, Nature +2
1st level (2 slots): animal friendship, earth tremor
Senses darkvision 60 ft., passive Perception 12
(XGtE), longstrider
Languages Common, Goblin
Challenge 1/2 (100 XP) Actions
Advantageous Distraction. Like most goblins, you're Sickle. Melee Weapon Attack: +4 to hit, reach 5 ft., one
easily distracted. Unlike most goblins, though, you target. Hit: 4 (1d4+2) slashing damage.
have a knack for being distracted at the right time, Sling. Ranged Weapon Attack: +4 to hit, range 30/120
especially when it comes to avoiding pain. Once per ft., one target. Hit: 4 (1d4+2) bludgeoning damage.
short rest, as a reaction which you take when you are
hit by an attack, you can be momentarily distracted in
combat—ducking an axe swing to inspect a
toadstool, or stooping behind a tree to lick some bark
and accidentally avoiding an arrow, and so on. When
you activate this ability, you gain a +2 bonus to your
AC until the start of your next turn, including against
the triggering attack.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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