Goblins are small people, about 3-4 feet tall. Only distantly related to Bugbears, they have very little hair, and skin that encompasses almost every color. Body modification is popular among Goblins of the Ikari region, and tattoos, piercings, and scarification are popular.
Goblins live in large colonies of up to 200 individuals, often partially underground. While nothing resembling a hive mind, they tend to operate as a unit towards a single purpose with reckless abandon. If the colony decides to plant crops, the fields will be tilled and seed planted with furious energy. There won’t be rows, but there will be crops everywhere. If the colony decides to build, structures will grow like weeds. If they decide to raid, they’ll sneak as close as they can to the enemy and ambush them as a horde. If they decide to breed … well, it’s a party. It seems to work out somehow.
It’s a fairly effective strategy, as long as they manage to do the right things at the right time and don’t forget to tend or harvest the crops, or decide to raid while the buildings are only half-finished and prone to collapse. The discussion of what course of action to take can be loud and violent, and Outsiders are continually amazed the Goblins manage to reach consensus, and when they do, that it hasn’t led to their extinction as a species.
The Goblins are the least respectful of the Family Bond, and raid other Family almost as often as they raid Outsiders. When a Goblin is separated from the colony and finds itself among other races, it tends to argue strongly for its point of view, but then follow the group’s decision and react unpleasantly when people ignore it to go their own way.
Playing a Goblin tips:
You are a bundle of energy that throws itself wholeheartedly into whatever the group decides to do, sometimes taking things further than non-Goblins might expect. You don’t multitask well, and changing missions can be difficult, although you throw yourself into the new once the group focus shifts to the point it feels weird not to go along with it.
Darkvision: 60 ft.
Small Humanoid (Goblin)
Better Lucky than Good: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Nimbleness: You can move through the space of any creature that is of a size larger than yours.
One track mind: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Shifting Focus: At the end of a long rest, pick a skill or tool, you are considered proficient in that skill or tool until you complete another long rest.