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Goblins

Goblins are a young and mysterious race that seemingly emerged from the world's wild and hidden places. Their origins are shrouded in obscurity; no ancient texts record their appearance, and scholars speculate wildly about their creation. Despite their relative youth compared to other races, goblins have adapted swiftly, thriving in diverse environments. Their innate creativity, unpredictable ingenuity, and natural resilience have made them both feared and respected across the world.

An unusual quirk marks goblins: their collective imagination seems to slightly bend reality. When a group of goblins fervently believes in the function or effectiveness of a tool, trap, or even a strange ritual, it often works in inexplicable ways. This uncanny "faith-based ingenuity" has fueled myths that goblins are infused with chaotic Magic.

ability score increase: Your Dexterity score increases by 2, your Intelligence or Constitution score Increase by 1
age: Goblins reach adulthood around 12-15 years old and live for around 60 years, though individuals may live slightly longer.
Size: Small
speed: 30 ft.
Languages: You can speak Goblinoid and gain one additional language based on the region of your upbringing.
race features:
  • Vitality: You gain an additional 6 hit points at 1st level.
  • Nimble Escape: You can take the Disengage or Hide action as a bonus action on each of your turns.
  • Goblin Ingenuity: Once per long rest you can perform an action or use a makeshift item that functions as though it were enchanted or highly effective. This grants one of the following temporary effects, chosen when activated:
  • Weapon Empowerment: One attack deals additional force damage equal to your proficiency bonus.
  • Impossible Construction: A hastily built trap or structure holds together for 1 hour, even if logically it should collapse.
  • Boundless Energy: Gain temporary hit points equal to twice your level.


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