Goblins
Ability Score Increase. Increase Dexterity by 2 and increase a different score by 1, or increase three different scores by 1.
Creature Type. You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid.
Size. You are Small.
Speed. Your walking speed is 25 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 discern colours in that darkness only as shades of gray.
Ancestral Wariness. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Languages. You can speak, read, and write Common.
Physical Characteristics
The average height of a Goblin is around 3.5 feet, but their size can vary greatly depending on their lineage. Their flesh is soft and typically ranges in colour from green to brown hues, and they seldom grow much hair throughout their life. Their distinct long noses feature prominently on their face, along with tusks growing from their lower jaw, although goblins who live among higher society keep theirs filed down, as it is seen as the mark of a lower class goblin. While typically employed as engineers, alchemists, and artificers in Destrean societies, Goblins have also found roles as general 'quality of life' assistants for Giants, for whom tasks suited for much nimbler hands are virtually impossible.
Ancient History
Not much is known about the origins of Destrean goblins*, as their ancestry predates any reliable form of recorded history.
*Past editions of the Stranger's Guide to Destrea make mention of a now-debunked origin theory positing that Goblins came to be as a result of Spectrali witch doctors cross-breeding Orcish and Drow captives. This was discovered to be a widespread piece of Voranite propaganda, the purpose of which seemed to have been to discourage miscegenation (which Voracism counts among its most egregious sins).
Cultural Trivia
Enslaved by the dragonkin clans since the Founding Era, in what is today the Voran Empire, they were initially used as scouts and auxiliaries on the frontlines of the Elder Wars. Their capacity for skilled labour was only discovered in the middle centuries, and as such, during Aegis' Wake, they were deployed as saboteurs by the Voran military. When Ebonia Sootscale first proposed her iteration of The Voran Caste System, Rogo, Tallest One of Gilgas, declared his support on the condition that goblinkind be made eligible for caste promotions. Despite private objections from the other Legionate members and much of the Voranite Patrician Caste, Rogo's request was granted, and goblins became a race on equal footing with other client races of the Empire.
No True Home
Although widely respected as diligent and productive workers the realm over, goblins have never had an historic, ethnocentric nation to call home, like most other Destrean races. Even the Unbroken warbands roaming the Gorrano Lowlands would never presume to call it 'theirs'.
What's in a Goblin Anyway?
The realm's goblin population has been declining steadily since their incorporation into the Voranite caste system. At present, coupling with other races has become far more common across nearly all goblin peoples, causing the majority of what is perceived to be 'true' goblin characteristics to be increasingly difficult to distinguish.
Goblin Ethnicities
Jadeskin
The most common variant of goblin, whose roots can be traced to their initial slavery under the Elder Dragon clans. Though later elevated and incorporated into the newly-formed Voranite Caste system, their days of forced servitude under the early Voran Empire is not forgotten. Nonetheless, jadeskin goblins thrive in their typical roles as skilled craftsmen and artificers, producing inventions which have indisputably improved Destreans' quality of life over the past few decades. Though they may appear meek in stature, they are counted among Destrea's most cunning and intelligent inhabitants. Their large noses provide them with an exceptional sense of smell, making them desirable alchemists, mixologists and bartenders- which, as you well know, any society could do with more of.
Agile Climber. You have a climbing speed of 25 feet. You can't use your climbing speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can't use your climbing speed if you are encumbered.)
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.
You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Second Language. You can learn another language, but your vocabulary in it is mostly limited to basic necessities. Most goblins are quick to integrate into any society that would have them, and this is reflected in their eagerness to assemble a useful vocabulary in whatever dialect is most common wherever they reside.
Unbroken
A nomadic lineage of goblins who claim never to have been enslaved, and whose stature more closely resembles that of a typical Lowland Orc. Unbroken have traditionally deepened their contrast with other goblin cultures by shunning the use of more advanced tools, armour, and weaponry, deeming their use 'cowardly'. Nonetheless, they are excellent iron smiths, and possess fairly robust medicinal and horticultural knowledge. Their warbands mostly reside in the deserts of the Lowland Vale during the winter, and in summer migrate north, to the Mort'hano Highlands.
Size. Your size is Medium.
Speed. Your walking speed is 30 feet.
Rugged Upbringing. Your have proficiency in the Survival skill and your passive perception increases by 3.
Speak with Beasts. Through sounds and gestures you can communicate simple ideas with Medium or smaller beasts. For instance, it is not unusual for Unbroken to keep creatures who've traditionally shared their environment, such as blight vultures, blisterhogs, tawnybacks (see pictured) as companions and hunting partners.
Halfkin (Goblin/Other)
The result of coupling between a goblin and a non-goblin partner. A halfkin's physical characteristics tend toward those of their other race, as Goblin physiology seems to be mostly recessive, excepting their characteristic sharp incisor teeth and wide, pointed ears. Halfkin are commonly found in the Free Destrean Commonwealth and the City-States of the Caravan Coast.
Depending on a goblin's parentage, they may possess any of the following characteristics:
Elf
Keen Senses. You have proficiency in the Perception skill.
Drow
Superior Darkvision. Your darkvision has a range of 120 feet, instead of 60.
Dwarf
Tool Proficiency. You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools
Human
Skills. You gain proficiency in one skill of your choice.
Orc
Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.