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Goblin

Overview

Even those goblins who break from their destructive past often subtly perpetuate some of the qualities that have been tied to the creatures for millennia. Goblins tend to flock to strong leaders, fiercely protecting those companions who have protected them from physical harm or offered a sympathetic ear when they learn of the goblins’ woes. Some goblins remain deeply fascinated with fire, or fearlessly devour a meal that might turn others’ stomachs. Others are endless tinkerers and view their companions’ trash simply as components of gadgets yet to be made. Occasionally, fellow adventurers find these proclivities unsettling or odd, but more often than not, goblins’ friends consider these qualities endearing.

Though goblins’ culture has splintered radically, their reputation has changed little. As such, goblins who travel to larger cities are frequently subjected to derision, and as a result many goblins work twice as hard at proving their worth. Those who befriend a goblin quickly learn that while a goblin’s friendship might include all manners of pranks, such fun comes from a place of true acceptance—something that a goblin does not give freely.

Goblins reach adolescence by the age of 3 and adulthood 4 or 5 years later. In theory, goblins could live 50 years or more, but without anyone to protect them from each other or themselves, few live past 20 years of age. Goblins typically stand about 3 feet tall, with skin colors that range from green to gray to blue.

Hit Points 6 | Size Small | Speed 25 feet

Bonus Languages

At 1st level, if your Intelligence score is 14 or higher, you can also select one of the following languages: Draconic, Dwarven, Gnoll, Gnomish, Halfling, or Orcish.

Darkvision

You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.

Goblin Adventurers

Some backgrounds make particularly good choices for goblins. Consider the criminal background if you came from a lawless tribe, the entertainer background if you made a living performing for an audience, or the street urchin background if you were raised in poverty. In addition, the acrobat, gladiator, and hunter backgrounds also make sense for a goblin.

When it is time to select a class, consider playing an alchemist, since many goblins love fire, or a bard, since many goblins love songs. As scrappy survivors, goblins are often rogues who dart about the shadows, though their natural charismatic nature also draws them to the pursuit of magical classes such as sorcerer.

Ancestry Feats

At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th level). As a goblin, you choose from among the following ancestry feats.

Burn It Feat 1

Fire fascinates you. Your spells and alchemical items that deal fire damage gain a conditional bonus to damage equal to half the spell’s level or the item’s level (minimum 1). You also gain a +1 conditional bonus to any persistent fire damage you deal, whether it’s from a spell or not.

City Scavenger Feat 1

You know that the greatest treasures often look like refuse, and you scoff at those who throw away perfectly good scraps. You can attempt a Survival check to search for food and supplies and to subsist in a city as well as in the wild. When you do, you gain a +1 circumstance bonus to your Survival check.

Eat Anything Feat 1

You are comfortable subsisting on food that most folks would consider spoiled. You gain a +2 circumstance bonus to saving throws against toxins and against gaining the sick condition, but only if it resulted from something you ate. You can eat and drink things when you have the sick condition.

Flame Heart Feat 1

As a result of either a childhood accident with flames or an ongoing fascination with fire, your skin has thickened, protecting you against burning. You gain resistance to fire equal to half your level (minimum 1), and your flat check to remove persistent fire damage is DC 15 instead of DC 20 without requiring an action to reduce the DC.

Junk Tinker Feat 1

You can make useful tools out of even the most twisted or rusted scraps. You can craft ordinary items, including weapons but not armor, out of junk. This costs one-quarter the usual amount for a standard-quality item but always results in an item of poor quality. You take only a –1 item penalty when using poor-quality items you crafted.

Razor Teeth Feat 1

Your teeth are formidable weapons. You gain a jaws unarmed attack that deals 1d6 piercing damage.

Rough Rider Feat 1

Any creature that will bear your weight can become your loyal steed, and you know how to coax even the strangest beasts into service. You gain the Ride feat, even if you don’t meet the prerequisites. You gain a +1 circumstance bonus to Nature checks to Handle a goblin dog or wolf mount.

Very Sneaky Feat 1

Taller folk rarely pay attention to the shadows at their feet, and you take full advantage of this. You can move 5 feet farther when you take the Sneak action, up to your Speed.

In addition, if you critically succeed at a Stealth check against a creature and then attack that creature, your target remains flat-footed during your attack. The GM doesn’t reveal that your Stealth check resulted in a critical success until you declare your attack.

Weapon Familiarity (Goblin) Feat 1

Others might look upon them with disdain, but you know that the weapons of your people are as effective as they are sharp. You are trained with the dogslicer and horsechopper.

In addition, you gain access to all uncommon goblin weapons.

For the purpose of proficiencies, you treat martial goblin weapons as simple weapons and exotic goblin weapons as martial weapons.

Weapon Frenzy (Goblin) Feat 5

Prerequisite(s): Weapon Familiarity (Goblin)

You can wield your people’s weapons of choice as well as any elf brandishes a longsword or dwarf swings a warhammer.

Whenever you critically hit using a goblin weapon, you apply the weapon’s critical specialization effect.