Average Height: 3’ 4" – 3’ 8"
Average Weight: 40–55 lb.
Language: Goblin

Goblin Traits

Ability Score Increase. Your Charisma score and the score of your subrace are your primary abilities. Increase one score by 1 and the other by 2.
Size. Small.
Speed. Your base walking speed is 25 feet.
Innocuous. You have advantage on non aggressive Charisma checks when interacting with people for the first time. (DMs discretion)
Willful. You have advantage on saving throws against being charmed.

City Goblin (or just Goblins)
Abillity Score Increase. Your Charisma and Intelligence scores are your primary abilities. Increase one score by 1 and the other by 2.
Crafter. You are proficient with artisan’s tools of your choice. You start with a set of those tools.
Tinker. You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.
When you create a device, choose one of the following options:
Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.
Languages. You can speak, read, and write Goblin and one extra language of your choice.

Wild Goblins (or Wyldlins)
Abillity Score Increase. Your Dexterity and Charisma scores are your primary abilities. Increase one score by 1 and the other by 2.
Fleet of Foot. Your base walking speed increases to 30 feet.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Fearless. You have advantage on saving throws against being frightened.

Goblin Society

Goblins are small, inquisitive and unusually good at first impressions. They have a knack for making people see the best in them which tends to makes others open up to them unusually fast. Of course this first impression rarely lasts and individuals who hang around a Goblin for too long may find them to become an annoyance. They tend to get bored very easily so are always seeking new things to do and experience. While goblins are not very religious, they do have a number of gods which some of them revere. Goblin come in two varieties. City Goblins and Wild Goblins.
Goblins are the most common race by far, spreading all across the plains of Daan Kac.

City Goblin (or just Goblins)
Goblins are very intelligent and inventive. They are by far the most technologically advanced of the races and have many cities that sprawl the land. Most goblins are involved in at least one constructive trade, and tend to be very creative in any trade they pursue. They are very much individuals, and this tends to show their crafts, particularly in their architecture. Goblins get along well with practically every race (at least on a broad scale). They have a knack for crafting, so are often trading with and performing services for the other races.

Wild Goblins (or Wyldlins)
The Wyldlins are much less individualistic than the Goblins, and you will rarely see one alone. They work incredibly well as a group, often not needing to communicate directly to know what the others are doing, which makes them excellent pack hunters. They are also much more nimble and agile than their city counterparts. Wyldins are almost fearless and will defend their clan ferociously, however outside their territory they are very friendly to strangers. They also tend to be very cheeky, often playing practical jokes at the expense of others. This has led many races to avoid prolonged contact with them. Wyldlins are brought up a under a clan mother, who is leader and adjudicator of the clan.


Monster Campaign The_Shambler