The convoluted histories other people cling to don’t interest goblins. These small folk live in the moment, and they prefer tall tales over factual records. The wars of a few decades ago might as well be from the ancient past. Misunderstood by other people, goblins are happy how they are. Goblin virtues are about being present, creative, and honest. They strive to lead fulfilled lives, rather than worrying about how their journeys will end. To tell stories, not nitpick the facts. To be small, but dream big.
Goblins have a reputation as simple creatures who love songs, fire, and eating disgusting things and who hate reading, dogs, and horses—and there are a great many for whom this description fits perfectly. However, great changes have come to goblinkind, and more and more goblins resist conformity to these stereotypes. Even among goblins that are more worldly, many still exemplify their old ways in some small manner, just to a more sensible degree. Some goblins remain deeply fascinated with fire or fearlessly devour a meal that might turn others’ stomachs. Others are endless tinkerers and view their companions’ trash as the components of gadgets yet to be made.
Your goblin character has the following traits.
Creature type. You are a Humanoid.
Health. Your health increases by 6.
Size. Your size is Small, you stand between 80 centimeters and 120 centimeters tall, and you require half as much food and water as a Medium character.
Speed. Your base walking speed is 5 meters.
Age. Goblins reach adulthood at 12 years and old age at 35 years.
Darkvision. You can see in dim light within 10 meters of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Hard Head, Big Teeth. Goblins are known for their balloon-like heads and enormous maws which are filled with razor-sharp teeth. Your teeth are natural weapons, which you can use to make unarmed strikes that you are capable with. If you hit with them, you deal piercing damage equal to 1d4 + your Strength or Dexterity, instead of the bludgeoning damage normal for an unarmed strike.
At 5th level, you become proficient with your teeth.
Nimble Escape. Goblins know to run when things get heated. As a reaction, which you use when you are the target of an opportunity attack, you can impose disadvantage on that attack.
Nimbleness. You can move through the space of any creature that is of a size larger than yours and you have advantage on skill checks to avoid or escape a grapple.
Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you or when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.