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Goblin Weird (5e Monster)

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Author: Rlyehable (talk)
Date Created: 2019-05-09
Status: Finished
Editing: Clarity edits only please
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Goblin Weird [1]
Small Humanoid (Goblinoids, Goblins), Chaotic Neutral
Armor Class: 12 (15 with mage armor)
Hit Points: 18 (5d6)
Speed: 30 ft.
STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 8 (-1) 8 (-1) 16 (+3)
Skills: Arcana +0, Stealth +6
Senses: darkvision 60 ft., passive Perception 8
Languages: Common, Goblin
Habitat: Forest, Grassland, Hill, Underdark, Underground
Challenge: 1 (200 xp)Proficiency Bonus (PB): +2

Features

Mage Armor. The goblin casts mage armor when it awakens and whenever the spell expires. Thus unless magically suppressed by an antimagic field or similar magic, the goblin always has mage armor active.

Nimble Escape. The goblin can take the disengage or hide action as a bonus action on each of its turns.

Wild Spellcasting. The goblin’s spellcasting ability is Charisma (spell save DC 15). The goblin can innately cast the spells below, requiring no components. However, the goblin may choose which level to cast and its target, but must roll to see which spell it casts. All of the Goblin Weird's spells have a range of 60 ft. and targets the target creature (regardless of the spell description).

Cantrip (d12): 1. acid splash, 2. chill touch, 3. dancing lights, 4. eldritch blast, 5. fire bolt, 6. light, 7. ray of frost, 8. prestidigitation, 9. resistance, 10. thorn whip, 11. true strike, 12. vicious mockery
1st Level (4 slot, d20): 1. arms of Hadar, 2. bane, 3. bless, 4. burning hands, 5. charm person, 6. color spray, 7. command, 8. cure wounds, 9. dissonant whispers, 10. entangle, 11. faerie fire, 12. fear, 13. fog cloud, 14. grease, 15. hideous laughter, 16. inflict wounds, 17. magic missile, 18. sleep, 19. thunderwave, 20. witch bolt
2nd Level (3 slots, d10): 1. acid arrow, 2. barkskin, 3. blindness/deafness, 4. cloud of daggers, 5. darkness, 6. enlarge/reduce, 7. invisibility, 8. moonbeam, 9. shatter, 10. web
3rd Level (2 slots, d6): 1. bestow curse, 2. fireball, 3. haste, 4. lightning bolt, 5. stinking cloud, 6. tongues

Actions

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage. 

Reactions

Reactive Spellcasting (Recharges 5-6). The goblin can use its reaction to cast one of the following as a reaction:


Goblin Weirds are eccentric, and some are down right mad, the wild magic warping their fragile minds. They have learned to tap into the raw essence of Wild Magic, but have very little control over it.

Goblin Weirds are held in fear and awe by other goblins. The goblins covet the power that the weirds wield and understand that it could turn the tide of battle. But, the unpredictable manifestation of the power, combined with the unstable nature of the weirds, cause the weirds to be avoided when possible.

Weirds tend to dress in a gaudy fashion to draw attention to themselves. They are generally not afraid of using the fear and awe of them to their advantage, gaining comforts normally reserved for chiefs and priests.

Sources and NotesEdit

  1. user:Rlyehable. Created:2019-05-09. Licensed: CC-BY-SA.

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