Goblin Wizard
The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Actions
Goblins
Goblins are small humanoids, roughly the size of gnomes and halflings, with strong, gnarled features, pointed ears, and a complexion that ranges from clan to clan (sometimes orange to red, sometimes green). Especially long-lived goblins have been known to reach over forty years of age.
Goblinoids. Goblins are the smallest and most common of the goblinoids—a lineage detested and derided (by other humanoids) as wicked, twisted, and corrupted. As the smallest goblinoids, groups of goblins are oft-times dominated by larger cousins, hobgoblins or bugbears, who are reportedly brutal and abusive to their underlings.
Tactics. While individually weaker than most other humanoids, goblins operating in squads are effective in skirmishes. In bandit groups or war-parties, goblins have a reputation for mischievous tactics, crafty coordination, hit-and-run attacks, a willingness to retreat, and returning abuse to those they defeat.
Companions. Groups of goblins in the wilds are often accompanied by rats and wolves. The wolves serve as effective mounts and increase their mobility, quick-striking tactics, and evasion capability.
Goblin Wizard
The assumption that all goblins are little evil maniacs with one brain cell is both offensive and incorrect, especially to those goblins with an intellectual bent. Goblins are not usually given the chance to prove their worth, but there are those who would prove those assumptions wrong.
The goblin wizard has worked hard, harder than any human wizard of similar competence. This is due to scrounging up magical knowledge from the refuse of other humanoids. Sometimes this leads to their being accused by other humanoids of theft or cruel mischief, or even ridiculed by other goblins. Often they are punished by hobgoblins intent on keeping the goblin masses uneducated (and therefore subservient). As a result, the spells in a goblin’s repertoire are chosen mostly for their own usefulness or survival, though occasionally one might be selected out of pure interest.
Spells which scare or awe other goblinoids are a good choice, as are those that give the goblin wizard a chance to prove themselves as helpful or non-threatening to other humanoids. Were a goblin given a chance to excel in wizardry, they would not likely become the greatest or most powerful, but certainly the most tenacious and survival-minded.
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