Goblin Mob Monstrous Class

Goblin Mob Monstrous Class

Table of Contents

The Goblin Mob3

Class Features4

Hit Points4

Proficiencies4

Equipment4

And I’ll Form the Head4

Team Spirit5

Minions6

Ability Score Improvement7

Defensive Dogpile!7

Extra Attack7

Mind of Many7

Reporting for Duty7

Teamwork Makes the Dream Work8

Head On!8

For the Emperor!8

One for All8

Great Leader8

Minion Advancement Table9

Goblin Mob Types10

Megamorph10

Minion Cannon10

Big Boy11

Cannon Ballers11

Mass of Flesh11

Witch Doctor12

Volatile Assistance12

Ting Tang Walla Walla Bing Bang13

Big Juju13

Soul Bond13

Flash Mob14

Army of Knives14

Whirling Blades14

Loyal Even After Death14

Dangerous Target14

The Goblin Mob

Level

Proficiency

Features

Minion Pool

1

+2

And I’ll Form the Head, Team Spirit

2

+2

Minions 

1

3

+2

Goblin Mob Boon

1

4

+2

Ability Score Improvement

2

5

+3

Defensive Dogpile

2

6

+3

Extra Attack

3

7

+3

Mind of Many

3

8

+3

Ability Score Improvement

4

9

+4

Goblin Mob Boon

4

10

+4

Reporting for Duty

5

11

+4

Teamwork Makes the Dreamwork

5

12

+4

Ability Score Improvement

6

13

+5

Goblin Mob Boon

6

14

+5

I’ll Form the Head ll

7

15

+5

For the Emperor

7

16

+5

Ability Score Improvement

8

17

+6

Goblin Mob Boon

8

18

+6

One for All

9

19

+6

Ability Score Improvement

9

20

+6

Great Leader

10

Class Features

As a Goblin Mob, you gain the following class features.

Hit Points

Hit Dice: 1d6 per Goblin Mob level

Hit Points at 1st Level: 6 + your Constitution modifier

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Goblin Mob level after 1st

Proficiencies

Armor: Light armor, medium armor

Weapons: Simple weapons, martial weapons

Tools: One type of Artisan’s Tools of your choice

Saving Throws: Dexterity, Charisma

Skills: Choose two from Acrobatics, Animal Handling, Deception, Medicine, Sleight of Hand, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (Several light simple weapons like daggers or handaxes)

  • (A finesse or versatile martial weapon like a shortsword or longsword)

  • (Leather or hide armor)

  • (A Burglar’s Pack or Dungeoneer’s Pack)

And I’ll Form the Head

When creating a character of the Goblin Mob class, you choose a race as normal and gain the racial qualities and features of that race. However your character is not actually a dwarf, elf, or human. They are a mob of goblins stacked up to form a larger body. Or they might be a family of halflings. Or a gang of children. Or a gaggle of geese. In which case, feel free to call them a Goose Mob or Child Mob or Jelly Mob. Anything is possible as long as you follow the rules of the class.

The Goblin Mob has 3 main segments: the Brute is direct and strong; the Sneak is fluid and mischievous; the Face is a team supporter and talker. When you finish a short or long rest, choose whether the Brute, the Sneak, or the Face is the first in command. The one you choose is designated as the Head. You also choose who is second and third in command, in case the Head gets knocked out. Each segment of the Goblin Mob provides a different benefit when they are the Head:

Brute: When an ally within 10 feet of you makes an attack, that ally can choose to add +1d4 to their attack roll. Once a creature uses this benefit, they cannot use it again until they and you have both finished a short or long rest.

Sneak: When an ally attacks a creature that they and you are both adjacent to, that ally can choose to add +2d6 damage to their attack. This additional damage increases by +1d6 for each Ability Score Increase you have. Once a creature uses this benefit, they cannot use it again until they and you have both finished a short or long rest.

Face: When an ally within 10 feet of you makes a saving throw, they can choose to gain advantage on their roll. Once a creature uses this benefit, they cannot use it again until they and you have both finished a short or long rest.

Team Spirit

When you finish a long rest, you gain temporary HP equal to half of your maximum HP.

When you have 0 temporary HP, your first in command is knocked out and your second in command becomes the Head. When you have no more than half of your maximum HP, your second in command is also knocked out and your third in command becomes the Head.

When you receive healing that brings you above half your maximum HP, your second in command regains their position as the Head. When you receive healing while you have more than half of your maximum HP, you can convert the amount healed into temporary HP (up to half of your maximum HP) to revive your first in command and make them the Head again. Temporary HP you gain in this way stacks with any existing temporary HP.

Minions

At 2nd level, you can use a bonus action to send out a minion to assist you. The number of minions you have available is shown in the Minion Pool column of the Goblin Mob Advancement Table above. Each time you summon a minion, your Minion Pool decreases by 1. When you finish a long rest, your Minion Pool replenishes to its maximum value. If you finish a short rest and your Minion Pool is at 0, you regain 1 to your Minion Pool.

When you send out a minion, it starts adjacent to the Head. When one of your minions uses a benefit granted by the Head, none of your minions can use that benefit again until you finish a short or long rest.

Following are the properties of minions, some of which are distinct from other creatures and characters.

  • A minion is Small size.

  • A minion has 1 HP, and immediately dies when reduced to 0 HP.

  • A minion’s damage dice, Armor Class, and other attack benefits are based on their level and indicated in the Minion Advancement Table (see below).

  • A minion has speed 25.

  • Each minion you send out may take a single move action on your turn. Minions do not have their own actions, bonus actions, or reactions. If you are reduced to 0 HP or die, all of your minions that are present flee and will not return.

  • When you use the Attack action on your turn, you can forfeit one of your attacks to let one of your minions make an attack instead. You can also use a bonus action to let one of your minions make an attack.

  • You have advantage on attack rolls against creatures adjacent to one of your minions.

  • A minion uses your modifiers for their saving throws. If a minion is affected by a spell or other effect that allows a saving throw for half damage, the minion takes no damage on a successful save.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Defensive Dogpile!

At 5th level, when you are hit by an attack, you may use your reaction to halve the attack’s damage against you. If you also reduce your Minion Pool by one, you gain an additional reaction until the start of your next turn.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, when you use your action you may sacrifice your extra attack to allow a minion to attack.

Mind of Many

Starting at 7th level, you have advantage on Wisdom saving throws against spells and other effects that target a single creature.

Reporting for Duty

Starting at 10th level, you regain 2 to your Minion Pool instead of 1 when you finish a short rest and your Minion Pool is at 0.

Teamwork Makes the Dream Work

Starting at 11th level, when you use a bonus action to summon a minion, you may summon up to three minions at a time. Each minion depletes your Minion Pool as normal.

Head On!

At 14th level, each of your allies can use the Head’s benefit once per encounter instead of once between short or long rests.

For the Emperor!

At 15th level, when a minion would take damage that reduces them to 0 HP, roll a d8. On a 7 or 8, that minion remains at 1 HP.

One for All

At 18th level, when you take the Attack action on your turn, you can forfeit one of your attacks to let each of your minions make one attack.

Great Leader

At 20th level, you no longer need to choose the order of command for your segments. All segments that are not knocked out function as the Head simultaneously. When one of your segments would be knocked out, you choose which one.

Additionally, each of your minions have advantage on its saving throws while it is within 15 feet of you.

Finally, you increase two ability scores of your choice by 2, and your maximum for these scores increases to 22.

Minion Advancement Table

Level

Damage Dice

Armor Class

Special Qualities

1-3

d6

11

4-7

d8

13

May also choose to make a ranged attack with range 60/120 feet.

8-9

2d4

14

10-11

2d6

15

The minion’s attacks count as magical for purposes of overcoming resistance and immunity. 

12-15

2d6

16

16-19

2d6

17

The minion may reroll 1s on damage dice.

20

2d8

18

Goblin Mob Types

At 3rd level, your Goblin Mob specializes into one of three types depending on which Head most often gives orders. Brutes tend to become the large brutish Megamorphs. Faces usually become the supportive and commanding Witch Doctors. Sneaks often become the quick and chaotic Flash Mobs.

Megamorph

The Megamorph is what happens when all the goblins in the mob decide to work together under the command of a single powerful leader. They join hands, sing a song, and convince their enemies to surrender without a fight. Oh, wait, no, that’s not what they do at all. They join together as a giant mass of meat and muscle, and they smash!

Some features of this subclass require a saving throw. In such cases, the DC is equal to 8 + your proficiency bonus + your Strength modifier.

Minion Cannon

Starting from when you choose this subclass at 3rd level, you can use your minions to launch a ranged area of effect attack made from organic material. This is an action that decreases your Minion Pool by 1.

When you make this attack, choose a point you can see within 120 feet of you. The attack deals 2d6 slashing and bludgeoning damage to all creatures in a 15 foot radius from that point. Each creature can halve the damage with a successful Dexterity saving throw.

At 5th level and every 2 levels after, the damage of this ranged attack increases by 1d6.

When you are able to summon multiple minions per turn, you may fire the Minion Cannon multiple times. However, overlapping areas count as only one attack for purposes of damage and saves.

Big Boy

At 9th level, you gain access to additional benefits depending on which segment of the Goblin Mob is the Head:

Brute: When you deal damage to a hostile creature adjacent to one of your allies, you can force the target to make a Constitution saving throw. If they fail, they are limited to moving or taking an action on their next turn, and they can’t use reactions until the end of their next turn.

Sneak: When you hit an enemy with a melee attack and you either have advantage on the roll or one of your allies is adjacent to your target, the target falls prone unless they make a Strength saving throw.

Face: As an action, you attempt to startle all hostile creatures within 30 feet of you. They must make a Wisdom saving throw or be unable to attack you until the end of your next turn.

Cannon Ballers

Starting at 13th level, when you fire your Minion Cannon, you may also create two minions in the area of the blast after damage is resolved.

Mass of Flesh

At 17th level, your size increases by one category (for example, from Medium to Large) and your reach for melee attacks on your turn are 5 feet greater than normal. As a bonus action, you can decrease your Minion Pool by 1 to regain HP equal to one-quarter of your maximum. Each time you use this ability again before you finish a short or long rest, the cost to your Minion Pool is 2 more than the cost of the previous use. For example, the second use decreases your Minion Pool by 3, the third use decreases it by 5, and so on.

Witch Doctor

A Witch Doctor is a spiritual leader and a force to be reckoned with. Their minions carry an assortment of poultices and poisons to help control the flow of battle and pave their way to victory.

Some features of this subclass require a saving throw. In such cases, the DC is equal to 8 + your proficiency bonus + your Wisdom modifier.

Volatile Assistance

Starting from when you choose this subclass at 3rd level, your minions can carry helpful medicines or harmful toxins. These special minions are called Healers or Hexers, respectively. Whenever you send out a minion, it can be a standard minion, a Healer, or a Hexer. These special minions have all the same qualities of your standard minions, but with an additional effect, as detailed below.

Healer: When you send out a Healer, that minion can move up to its speed. This movement provokes attacks of opportunity as normal. At the end of this movement or when the minion dies, it explodes and heals each of your allies within 10 feet of it for HP equal to 2d4 + your Wisdom modifier. For each attack of opportunity the Healer provoked or each of your allies it moved adjacent to, this amount increases by 1d4. Undead creatures are not healed by this effect. Instead, they take damage equal to the same amount, unless they make a Dexterity saving throw. 

Hexer: When you send out a Hexer, that minion can move up to its speed. This movement provokes attacks of opportunity as normal. At the end of this movement or when the minion dies, it explodes and deals 2d6 necrotic damage to each creature within 10 feet of it. For each attack of opportunity the Hexer provoked or each of your allies it moved adjacent to, this amount increases by 2d6. Each affected creature can avoid the damage with a successful Dexterity saving throw.

Ting Tang Walla Walla Bing Bang

At 9th level, you gain access to additional benefits depending on which segment of the Goblin Mob is the Head:

Brute: When an ally within 10 feet of you deals a critical hit, that creature gains temporary HP equal to their level + your Wisdom modifier.

Sneak: When an ally within 15 feet of you hits a hostile creature that is adjacent to you, you add your Wisdom modifier to your ally’s damage.

Face: When a hostile creature begins its turn within 30 feet of you, you may use your reaction to force that creature to make a Wisdom saving throw. If it fails, it must target you or include you in the effect of any attack or spell it makes during that turn.

Big Juju

Starting at 13th level, the explosions of your Healers and Hexers increase to a 20-foot radius. The dice for the Healer’s effect turn into d8s and the dice for the Hexer’s effect turns into d10s.

Soul Bond

Starting at 17th level, when one of your minions is hit by an attack, you can use your reaction to suffer all damage and other effects in place of that minion. This can allow your Healers and Hexers to continue moving instead of instantly exploding due to dying.

Flash Mob

The Flash Mob is what you get when you mix plenty of tiny, pointy things with loads of sugar and rage. Such mobs are swift and deadly to those anywhere near them.

Army of Knives

Starting from when you choose this subclass at 3rd level, attacks of opportunity triggered by your minions are made with disadvantage. Additionally, if you do not make any attacks on your turn (not counting attacks made by your minions), your minions add your proficiency modifier to their damage until the start of your next turn.

Whirling Blades

At 9th level, you gain access to additional benefits depending on which segment of the Goblin Mob is the Head:

Brute: You have advantage on attacks of opportunity.

Sneak: When a hostile creature starts its turn adjacent to both you and one of your allies, that creature takes damage equal to your Dexterity modifier.

Face: When a hostile creature ends its turn within 30 feet of you and adjacent to one of your minions, that creature takes damage equal to your Dexterity modifier.

Loyal Even After Death

Starting at 13th level, when one of your minions dies, it can make one melee attack against a creature within its reach. The minion makes this attack roll with advantage.

Dangerous Target

Starting at 17th level, when a hostile creature misses you with a melee attack, it takes damage equal to your minion damage.

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