Goblin
Slippery and tough, goblins can be found everywhere.
Goblins stand around 3 ½ feet tall. They’re covered in oily green or red skin, stretched thin over their surprisingly strong, wiry bodies. Goblins have huge pointed ears sticking out of their enormous heads and sharp, crooked teeth filling their mouths. Their arms and legs are elongated in proportion to their small bodies, and their fingers and toes are also long and slender.
Goblins are usually bald, though some lucky few flaunt firebrand red, ashen white, or midnight black mowhawks.
Ancestral Traits
Age
Goblins reach adulthood at 8 and can live up to 60 years.
Creature Type
You are a humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid.
Speed
Walk 30 ft.Size
Small.Random Height and Weight
You may roll for your character's height and weight on the Random Height and Weight table. The roll in the Height Modifier column adds a number (in inches) to the character's base height. To get a weight, multiply the number you rolled for height by the roll in the Weight Modifier column and add the result (in pounds) to the base weight.
| Base Height | Base Weight | Height Modifier | Weight Modifier |
|---|---|---|---|
2' 10" |
40 lb. |
+ 2d8 |
× 2 lb. |
Darkvision
You have superior vision in dark and dim conditions. Within a 60 ft. radius, you can see in dim light as if it were bright light and in darkness as if it were dim light. Areas of darkness inside your Darkvision radius are only lightly obscured as far as you are concerned. You can't discern color in darkness, only shades of gray.
Variant Rule: Low-light Vision
At 1st level, a character with the Darkvision or Superior Darkvision ancestral trait may exchange it for Low-light Vision.
Fey Blood
You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Powerful Build
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Giantslayer
When you damage a creature by making an attack roll and the creature's size is larger than yours, you can cause the attack 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.
Slippery
You can take the Disengage or Hide action as a bonus action on each of your turns. You have advantage on checks made to Escape a Grapple.