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General Description
The most common of the Greenskins, Goblins are a bit bigger than Gremlins, and are generally quite lithely built with large pointed ears, almost feline noses, long arms, and small tusks poking out from their bottom lip. Females tend to have wiry hair which is usually worn short, though male goblins tend towards baldness. 
 
Role in the Horde
Goblins are the very bottom of Greenskin society, and as such they are the cannon fodder in the chaotic front ranks of the horde, stabbing, slashing, biting, kicking, throwing any nearby object and generally just attempting to hit and hopefully kill as many of the targets as possible before they get overwhelmed by the enemy - or killed by their own side. They are just as likely to get crushed, stabbed, cut in half or used as living ammunition by their own side as they are to get killed by any target their horde is attacking. The life of a Goblin, even amongst Greenskin society, is brutal, violent and unhappy, with the only major upside being that it is usually very short. 
 
Strength in Numbers
Goblins are physically weak, and while they are more intelligent than most of their larger Greenskin relatives they are still not particularly smart. They are however smart enough to realise they are not very strong on their own, so they tend to stay in groups who tend to form their own cliques within the clan, which often times will also be accompanied by other similar-minded low-caste Greenskins such as Gremlins or Bugbears. On top of this, Goblins outnumber every other Greenskin race combined about three to one. So should one spot a Goblin, there are almost always more Greenskins nearby. 
 
Kleptomaniacs
One of the most famous traits of Goblins is that the vast majority of them have no concept of personal property beyond “this is mine now unless I have no use for it”. As such, your average Goblin will attempt to steal as much of whatever they can get their hands on that isn't nailed down as they can before being beaten to a pulp by the larger Greenskins. 

Sub-Race Creation Additional

+2 Dex, +1 Wis, -1 Str

Small: +1 AC, -4 to Special Attacks, +4 to Hide, x½ Carrying Capacity

Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Born Thief: You are Proficient in the Sleight of Hand skill.

Ankle Biter: 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 1d6 + your Dex modifier; this increases to 2d6 at 6th Level, 3d6 at 12th Level and 4d6 at 18th Level. Once you use this trait, you can't use it again until you finish a short or long rest. 

Nimble Escape: You can take the Disengage or Hide action as a bonus action on each of your turns.

Cowardly: Goblins are aggressive but will turn and run at the slightest sign of real danger. You have Disadvantage to all rolls to resist being Frightened. When applying to NPC Goblins, if the numbers of the group they are fighting in is reduced to half, they must make a test to resist being Frightened at Disadvantage.

Crash Landing: You can fall twice as far before receiving fall damage.

Tag-In: Once per short rest, you can grant an extra attack to an ally if they are attacking the same target as you.

Goblin Tactics: As a reaction to being missed by an enemy melee attack, you can shift diagonally to immediately beside them. Until the end of your next turn, you have Advantage on attacks against the enemy who triggered this ability.

Climber: You have a Climb speed of 25 feet if you are not encumbered or wearing either medium armor or heavy armor.

Hit ‘Em with Anything!: You have +2 to all small and medium non-magical melee weapons and all unarmed attacks.