Goblins are the tenacious underdogs of a harsh and unforgiving world, known for their crafty ingenuity, fearless adaptability, and survivalist cunning. They were the first-born of the goblinoid races, emerging from the chaos of the Second Age as primal scavengers. Though often dismissed as troublesome nuisances or dangerous raiders, goblins have carved a place for themselves through cleverness, daring, and sheer refusal to be defeated.
While some goblin clans remain fiercely independent or aggressive raiders, many have risen to prominence as merchants, tinkerers, and explorers, adapting to ever-changing political landscapes. In cities and wilderness alike, goblins are dealmakers and opportunists, driven by ambition and an insatiable hunger for success -- or survival.
Goblins are small, wiry humanoids standing between three and four feet tall, with sharp features, long ears, and mischievous expressions. Their skin tones vary from deep greens and muddy browns to burnt orange and ashen gray. Many goblins adorn themselves with makeshift armor, trinkets, and stolen trophies, reflecting their creative and often chaotic nature. Their eyes gleam with cunning, often in shades of yellow, amber, or fiery red, and their sharp teeth flashin ever-ready grins -- whether from amusement or malice.
Goblins have expanded far beyond their original tribal roots. Craft-guilds and merchant dynasties run by goblins have become powerful forces in both lawless frontiers and civilized cities. Goblin engineers are renowned for building explosive devices, mechanical constructs, and unstable alchemical gadgets -- often with unpredictable but effective results. Despite their reputation for greed, recklessness, and self-interest, many goblins prove themselves as adventurers, merchants, and inventors driven by curiosity, ambition, or a desire to rise above the world's low expectations. In Thaloria, survival is just the beginning -- success is everything.
You have the following traits.
Creature Type: Your type is Humanoid (Goblinoid).
Size: Your size is 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 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.
Monsters of the Multiverse. Wizards of the Coast, 2021.
Trindle Spring Lutheran Church RPG Club | Mechanicsburg, PA