Goblin

A race of small humanoids with pale skin, a head that resembles that of a hairless cat and amber eyes that glow in the dark. They are generally around 3'6" to 4'2" in height and are lean in both muscle and body fat, to the point they often look emaciated. They possess a certain cat-like grace and agility, which allows them to move quickly and quietly without arousing much suspicion, and a cunning that allows them to avoid most traps and other hazards with ease.

## Culture

Goblin culture, much like their language, tends to be an unrefined imitation of other cultures local to the tribe. Scholars who have bothered to study them and genuinely gotten to know a specific Goblin tribe, report that they mainly imitate those around them out of a need for acceptance and want nothing more than to peacefully integrate into other societies. As such, Goblins have a rather varied culture from tribe to tribe.

This highly imitative culture means that the Gods a given tribe worships are based upon the most prevalent local cult or religion. This does them no favors with most of the Gods they do worship, who see them as little more than opportunists that will drop their ideology and core tenets in a heart beat.

## Society

Goblin society is highly unorganized, with most belonging to whatever tribe they were born into and staying with them until death. These tribes are generally communal, with every Goblin contributing towards the good of the tribe (if they want to eat), and structured so that an elder or warchief is in charge of what decisions are made. They also tend to be nomadic, packing up overnight and leaving behind whatever settlement they had formed based solely on their fortunes at that location.

Goblins are societal outcasts who, due to the circumstances of their birth, are forced to scavenge for a living in abandoned settlements, forgotten ruins and old tombs. Anyone who intrudes upon their territory, and does not immediately pay their respects (with a generous donation of coin or food), is either chased out by force or thrown into the cooking pot.

Those Goblins that do attempt to assimilate into other humanoid cultures are routinely downtrodden and forced into indentured servitude, as such they rarely stay put and flee at the first opportunity (usually with a hefty weight of coin in toe). These unfortunate interactions only serve to further solidify the other races prejudice towards them and makes an adventuring Goblin a pariah in most places they go.

## Racial Statistics

+2 Dexterity and +1 Wisdom

*Size.* Small or Medium

*Danger Sense.* You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

*Darkvision.* You can see in dim light within 90 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.

*Sunlight Sensitivity.* You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.

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