Their appearance - with green or yellow skin, mouths wide with sharp teeth, and black or red eyes - were enough for many other peoples to see them as monsters, and their knack for communing with beasts led to many claims they were themselves primitive animals.
Goblins take their joy wherever they can find it. An unsupervised moment to play is a prize they cherish more than food or treasure. It may not last long, but goblins can make a game out of anything, and they respond well to anyone who plays along.
Goblins gain the following traits.
Age. Goblins reach adulthood at age 12 and live up to 60 years.
Darkvision. You have 60-foot darkvision.
Nimble Escape. You can Disengage or Hide as a bonus action.
Speed. Your base Speed is 30 feet.
Select one of the following gifts.
You gain an expertise die on saving throws against poison, and you have resistance to poison damage.
At 3rd level, you gain the ability to cast enhance ability once per long rest . Wisdom is your spellcasting ability for this spell.
Soothe the Beast
You can call upon instincts to calm a dangerous creature. Beasts and monstrosities with Intelligence 3 or less have disadvantage on attack rolls against you.
At 3rd level, you gain the ability to cast animal friendship once per long rest , except it can also work on monstrosities with Intelligence 3 or less. Wisdom is your spellcasting ability for this spell.
When you reach 10th level, you gain the following paragon gift.
When you succeed a death saving throw you can spend one Hit Die to heal 1 hit point. You can’t use this feature again until you complete a short or long rest .
Goblins are integrating into society, but many still live on the fringes. Most goblins are seen with suspicion, even hunted.
Suggested Cultures. While you can choose any culture for your goblin character, the following cultures are linked closely with this heritage: