Goblins are small humanoids who live all over Iralas. Many subtypes are said to exist, but not many have taken the time to study them. They are often looked down upon, both literally and figuratively, but that does not bother the average goblin; they are happy to find their own way in the world.

Being small creatures, they would be low on any food chain, were it not for their penchant to group together. This has allowed goblins to build impressive towns and fortifications in the harshest of environments. The downside, however, is their weakness to peer pressure; goblin clans often get taken over by ill-willing individuals such as cultists, bandits, or mercenaries, steering the path of the entire clan in a different direction.

They are generally great survivalists, be it in woods, mountains or cities.

Traits

As a goblin, you have the following racial traits.

  • Creature Type. You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid.
  • Size. You are Small.
  • Speed. Your walking speed is 30 feet.
  • 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.
  • Fury of the Small. 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, and you can use it no more than once per turn.
  • Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.