Ancestry: Goblin (5.5)

by SovereignLeaderLore

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Ancestry: Goblin


Goblins are an ugly, subterranean folk that can be found in every corner of the world. Cunning in battle and cruel in victory, goblins are fawning and servile in defeat. They occupy an uneasy place in a dangerous world, neither strong nor weak, brave nor cowardly, until they are pushed to be either. They are the epitome of average and non-average at the same time. In their struggle to prove themselves, they often lash out at any creatures they believe they can bully to gain some form of respect. Sometimes though, a goblin finds their way away from their normal society in their attempts to prove their worthiness to themselves.


Goblins stand about three feet tall, though they rarely stand upright. They prefer a crouched posture that lets them scramble quickly on all fours. Their large eyes and big ears gives them excellent hearing and eyesight. For better or worse, many goblins are also incorrigible pranksters, and they often have a hard time determining when a prank is inappropriate, is poorly timed, or has gone too far.

Goblin Traits

Ability Score Increase. One ability score of your choice increases by 2, and another by 1, to a maximum of 20.


Age. Goblins reach adulthood at age 8 and live up to 60 years.


Alignment. Goblins tend towards neutrality and/or evil, as they care only for their own needs. Goblins who leave their society often turn towards neutrality.


Creature Type. You are a Humanoid.


Size. Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.


Speed. Your base 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 can't discern color in darkness, only shades of gray.


Fury of the Small. When you damage a creature with an attack or a 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.


Once you use this trait, you must complete a short or long rest to do so again.


Nimble Escapist. You can take the Disengage or Hide action as a bonus action on each of your turns.


Languages. You can speak, read, and write Common and Goblin.

 

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