Ability Score Increases:
A subterranean folk, goblins can be found in every corner of the world, often beside other goblinoid kin. Early goblins served in the courts of Fey and Daedra alike, naturally subservient and easily taken control of. Goblins thrive in out of the way places. Now, however, many Goblins seek their own destinies, away from cave life and despite the hostility and mistrust they are treated with. Goblins begin with a +2 to Dexterity.
Native to the lands of Cyrodiil and High Rock, your basic Goblin lives out of caves and deep forested realms where they can be away from the major societies of the other races. Unwanted by them, and not wanting to be with them, these Goblins practice their ways without interuption or disruption most of the time. Goblin Shaman rule these groups and clan politics is what sets the code of conduct among them. As a Goblin of these clans, you gain a +1 to Charisma.
The Goblins who settled within Skyrim and upon the island of Solstheim, are called Rieklings. They practice even more primitive ways of life than your normal, basic Goblin. Their shamans are less important as magic is not a well known thing in these lands and among these goblins. Instead, they focus more on hunting, gathering, and the aquisition of all around pretty things, whether they're actually worth something to the tall people of the world or not. As a Riekling, you gain +1 to Constitution.
The Goblins that settled into Hammerfell and Elsweyr are more adventurous. The caves are still their homes, but their trips out into the world are frequent, to acquire food and water which are in short supply, even in mountains where there could be water sources. In fact, caves with water sources are often fought over and become the thrones of Goblin rulers. These rulers are sometimes the Shamans of their clans, and sometimes something more than simply martial. Those that live in these harsh lands take their names for the deserts they inhabit, and are called the Sandstone Goblins. As a Sandstone Goblin, you gain a +1 to Wisdom.
Languages:
As a Goblin, you can speak, read, and write, Tamrielic and Goblin.
Creature Type/Size:
You are a Small-sized Humanoid.
Speed:
Your base movement speed is 30 ft.
Darkvision:
You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Fey Ancestry:
You have advantage on saving throws you make to avoid or end the charmed condition on yourself. Additionally, you cannot be magically put to sleep.
Fury of the Small:
Once per turn, when you damage a creature with an attack or a spell, and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.
You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Nimble Escape:
You can take the Disengage or Hide action, as a bonus action, on each of your turns.
Forest Born: (Basic Goblin)
You have resistance to poison damage. You can also naturally acclimate to travel conditions in a dense forest. You do not suffer impediments from Difficult Terrain in a forest.
Mountain Born: (Riekling)
You have resistance to cold damage. You can also naturally acclimate to high altitudes, even if you've never been to one. This includes elevations above 20,000 feet.
Sand Born: (Sandstone)
You have resistance to fire damage. You can also naturally acclimate to hotter climes, even if you've never been to one. This includes deserts, tropics, and jungles.