Goblins
Often dismissed as simple raiders, Goblins are remarkably adaptable survivors whose boundless ingenuity and fierce determination have allowed them to endure where countless greater civilizations have fallen.
Ability Score Bonuses
Stats
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Value
–
+2
+1
–
–
–
Physical Characteristics
Average Height: 3′ – 4′
Average Weight: 40 – 80 lbs.
Size: Small
Lifespan: 60 years
Speed: 30′
Race Information
Languages: Common & Goblin
Homeland(s): Dresh & Vargork
Skill Proficiencies: none
Typical Alignment: Chaotic
Culture & Society
The goblins of Vaeria were previously looked down upon as vermin by most races. They lived in squalor amongst the dregs of society and survived on the waste and scraps of civilization. Ironically it was through this demand for adaptability and scavenging the detritus of the world that they discovered an aptitude for manipulating elemental energies to power their cunning creations. Since The Waning they have risen to prominence with the growing demand for elemental powered technology. As a result, many of them have a bit of a chip on their shoulder now that people have need of their services.
Goblins have skin tones in shades of gray, green, or yellow and typically of a sickly hue with pocked and pebbled flesh. Their dark hair is often thin and stringy as if it is perpetually unkempt. They also have large pointed ears that are frequently pierced and decorated with multiple pieces of jewelry. Anything shiny can act as jewelry for a goblin, rarely will you see one with actual treasure adoring them. Their small frames are lean and wiry and most tend to be very twitchy as if they have an abundance of nervous energy.
Racial Traits
- Darkvision – Your darkvision has a radius of 60 feet.
- Fury of the Small – When you damage a creature with an attack or 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 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.
- Tool Proficiency – You gain proficiency with Alchemist’s supplies or Tinker’s Tools
- Clever Inventor – You have advantage on any skill check involving the lore or creation of a mechanical object.
