Small, mischievous, and tinkers by nature, the goblins that live in the mountain ranges of the realms are grey or green-skinned creatures who take glee in pulling tricks on travelers. Unfortunately for the travellers, these tricks generally involve the launching of explosives, avalanches, fire traps, or other tools of mischief. They are smarter and crafter than the average goblin, but no wiser in their use and almost constantly end up within the blast radius of their own explosive devices.
Attributes
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Ability Scores
Con +1
Duck!
You have resistance to all damage that originates from Tiny devices you have constructed.
Firestick
You may use torches as clubs that deal an additional 1 fire damage on hit while they are lit. Torches you wield gain the light, finesse, and thrown (15/25) properties. You can add your proficiency bonus to your attack and damage rolls when wielding torches in this way.
Tick, Tick, Boom!
You have proficiency with tinker's tools. Using those tools, you can spend 1 hour and 10 gp worth of scrap metal to construct a Tiny device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it.), when it explodes, or when you use your action to dismantle it; at that time, you can reclaim 1d10 gold worth of scrap. You can have up to three such devices active at a time. When you create a device, choose one of the following options:
- Clockwork Goblin. This device is a clockwork goblin soldier with an explosive attached. You may use an action to wind it up and place it on the ground. When placed, the toy moves 5 feet across the ground on each of your turns in the direction it is facing. It makes a shrill laughing noise as it moves. If the toy goblin impacts a creature or object, is destroyed, or walks for 5 turns, it stops, clicks, and explodes in a 5 foot sphere dealing 1d6 fire damage to creatures and objects within the sphere.
- Inferno Kindler. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. You may also overload the device, causing the fire to grow in intensity for one minute. The device can be used as a torch while overloaded, after which it is burnt out and unusable. If you roll a 1 on an attack while wielding the device as a torch, it explodes, dealing 1d8 fire damage in a 10 foot sphere. Using the device requires your action.
- Scrap Grenade. The device is a ball of explosives and scrap metal with a wind up key. You may use an action to wind it up and throw it into an open space up to 30 feet away. Once wound, the ball begins ticking. At the end of your next turn, the device explodes in a 10 foot sphere dealing 1d4 fire damage and 1d4 piercing damage to anything within the sphere. If the device is destroyed, the ticking stops and the ball does not explode.