Hit Points 6
Speed 25 feet
Ability Flaw Wisdom
Languages Common, Goblin. Additional languages equal to your Intelligence modifier (if it’s Positive). Choose from Draconic, Dwarven, Gnoll, Gnomish, Halfling, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).
Traits Goblin, Humanoid
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.
Goblins have a reputation as simple creatures who love songs, fire, and eating disgusting things and who hate reading, dogs, and horses—and there are a great many for whom this description fits perfectly. However, great changes have come to goblinkind, and more and more goblins resist conformity to these stereotypes. Even among goblins that are more worldly, many still exemplify their old ways in some small manner, just to a more sensible degree. 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 as the components of gadgets yet to be made.
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 many work twice as hard at proving their worth.
If you want a character who is eccentric, enthusiastic, and fun-loving, you should play a goblin.
- Strive to prove that you have a place among other civilized peoples, perhaps even to yourself.
- Fight tooth and nail—sometimes literally—to protect yourself and your friends from danger.
- Lighten the heavy emotional burdens others carry (and amuse yourself) with antics and pranks.
- Work to ensure you don’t accidentally (or intentionally) set too many things on fire.
- Assume you can’t—or won’t—read.
- Wonder how you survive given your ancestry’s typical gastronomic choices, reckless behavior, and love of fire.
Goblins are stumpy humanoids with large bodies, scrawny limbs, and massively oversized heads with large ears and beady red eyes. Their skin ranges from green to gray to blue, and they often bear scars, boils, and rashes.
Goblins average 3 feet tall. Most are bald, with little or no body hair. Their jagged teeth fall out and regrow constantly, and their fast metabolism means they eat constantly and nap frequently. Mutations are also more common among goblins than other peoples, and goblins usually view particularly salient mutations as a sign of power or fortune.
Goblins reach adolescence by the age of 3 and adulthood 4 or 5 years later. Goblins can live 50 years or more, but without anyone to protect them from each other or themselves, few live past 20 years of age.
Goblins tend to flock to strong leaders, forming small tribes. These tribes rarely number more than a hundred, though the larger a tribe is, the more diligent the leader must be to keep order—a notoriously difficult task. As new threats arise, many tribal elders have put aside their reckless ways in the hope of forging alliances that offer their people a greater chance at survival. Play and creativity matter more to goblins than productivity or study, and their encampments erupt with songs and laughter.
The convoluted histories other people cling to don’t interest goblins. These small folk live in the moment, and they prefer tall tales over factual records. The wars of a few decades ago might as well be from the ancient past. Misunderstood by other people, goblins are happy how they are. Goblin virtues are about being present, creative, and honest. They strive to lead fulfilled lives, rather than worrying about how their journeys will end. To tell stories, not nitpick the facts. To be small, but dream big.
Goblins bond closely with their allies, fiercely protecting those companions who have protected them or offered a sympathetic ear. Goblins tend to assume for their own protection that members of taller ancestries, which goblins often refer to colloquially as “longshanks,” won’t treat them kindly. Learning to trust longshanks is difficult for a goblin, and it’s been only in recent years that such a partnership has even been an option. However, their attitude as a people is changing rapidly, and their short lifespans and poor memories help them adapt quickly.
Alignment and Religion
Even well-intentioned goblins have trouble following the rules, meaning they’re rarely lawful. Most goblin adventurers are chaotic neutral or chaotic good.
Organized worship confounds goblins, and most of them would rather pick their own deities, choosing powerful monsters, natural wonders, or anything else they find fascinating. To a goblin, anything can be a god if you want it to. Goblins who spend time around people of other ancestries might adopt some of their beliefs, though.
Goblins keep their names simple. A good name should be easy to pronounce, short enough to shout without getting winded, and taste good to say. The namer often picks a word that rhymes with something they like so that writing songs is easier.
Since there aren’t any real traditions regarding naming in goblin culture, children often name themselves once they’re old enough to do something resembling talking.
Sample Names Ak, Bokker, Frum, Guzmuk, Krobby, Loohi, Mazmord, Neeka, Omgot, Ranzak, Rickle, Tup, Wakla, Yonk, Zibini
Hailing from coniferous woodlands, forest goblins tend to be shorter and slimmer than their kin, not quite reaching 3 feet in height and rarely weighing more than 35 pounds. Forest goblins typically have skin ranging in hue from dark green to a sickly green-tinged brown reminiscent of a spoiled avocado. While all goblins have a natural tendency toward pyromania, forest goblins are often far more knowledgeable on the subject than almost any other species. Since forest goblins traditionally produce far fewer primal or divine spellcasters than other goblin ethnicities, they have developed a deep tradition of fire-management practices, taught through song and practical application. There is even evidence to suggest that woodlands inhabited by forest goblins are less prone to disastrous wildfires thanks to the goblins regularly burning away dead wood and dry brush that might otherwise act as fuel for hungry flames.
Forest goblins are often reclusive and avoid contact with members of other ancestries except when pilfering or scavenging from camps and caravans that pass near their territory, but some exceptions do exist.
Most forest goblins have the treedweller goblin heritage, though their frequent exposure to flame means some forest goblins favor the charhide goblin heritage. Due to their extensive practice of teaching songs, forest goblins also frequently take the Goblin Song ancestry feat.
The Frost goblins have taken many casualties since their initial contact with the Society, but the resilient creatures seem to replenish their ranks as quickly as they are diminished. Frost goblins sent on scouting and reconnaissance missions frequently return with more goblins than left on the original missions, despite consistently reporting losses due to monsters, traps, environmental hazards, and accidental wand or alchemical item discharges.
Whether that means the new goblin recruits are scattered members of the tribe discovered on the expedition or unrelated frost goblins who simply followed their kin back to the lodge is currently unclear, though the sheer number of frost goblins currently operating within the Society’s ranks combined with those reported lost or deceased on missions seems to indicate that they are actively recruiting other frost goblins they encounter.
Frost goblins are well adapted to surviving in frigid environments. Frost goblins’ skin is adapted to help them blend in and survive in arctic environments, ranging in color from a light ice-blue to the dark blue-gray of stormy northern oceans. While most goblins are almost universally hairless, frost goblins occasionally sport blue fur similar in texture and density to that of their bugbear cousins.
Frost goblins almost always have the snow goblin heritage, and they frequently take the Goblin Scuttle ancestry feat due to their frenzied energy and surprisingly coordinated teamwork.
These goblins are taller and heavier than other goblins, standing a bit over 3-1/2 feet tall and weighing between 50 and 60 pounds. Their skin spans the range from tawny bronze to dark blue, and gold eyes are more common than the red eyes of their kin. Their distinctive tails give them a significant advantage in the dense jungles they hail from.
While monkey goblins have some of the most obvious physical differences compared to their tailless cousins, their love of fire is just as strong and just as likely to end in conflagration or disaster. As monkey goblins have historically made their dwellings in treetop abodes, ferocious canopy fires and high mortality rates have kept the curious and capable beings from spreading into the wider world in any significant numbers. Despite the challenges monkey goblins face in just surviving their own antics, there are some monkey goblins who pursue lives of adventure, whether as valued members of a ship’s crew (some of whom actively seek out monkey goblins to crew the rigging and crow’s nest on their ship, so long as they can keep the goblins from accidentally setting the sails on fire) or as members of small teams of adventurers or treasure-seekers.
Monkey goblins almost always have the tailed goblin heritage.
Monkey goblins who travel on pirate or merchant ships often take the Goblin Scuttle ancestry feat, since they’re accustomed to the frantic scrambling of shipboard combat.
Rasp goblins are exceptionally populous and can quickly spread to any area that is vaguely capable of sustaining life. Rasp goblins stand just over 3 feet tall and weigh roughly 35 pounds. While many Rasp goblins are some shade of green (typically lighter and sicklier shades than their forest goblin cousins), some Rasp goblins have rarer skin colors, such as gray or purple.
Encounters with particularly aggressive and malevolent goblin communities mean that pioneer towns often view goblins as little more than dangerous pests, and hire guards and adventurers to drive off any nearby goblins out of a sense of public safety. As a result, though their population numbers remain somewhat stable. Their aversion to literacy and lack of elders has lead to many Rasp goblins living and dying in a state of perpetual childhood, which— perhaps due to the frequent conflicts between Rasp goblin tribes and other peoples—has led to the spread of a number of unfortunate stereotypes not only about Rasp goblins, but about all goblins, such as the assertion that all goblins are bloodthirsty raiders, murderers, and demon worshipers. By contrast, however, those Rasp goblins who’ve had the opportunity to integrate with other cultures have begun to paint a very different and improved picture of their people. Rasp goblins can have almost any heritage, though they tend to most commonly exhibit the charhide goblin and razortooth goblin heritages.
To some degree, almost every goblin is an adventurer, surviving life on the edge using skill and wits. Goblins explore and hunt for treasures by nature, though some become true adventurers in their own rights, often after being separated from their group or tribe.
Goblins often have the acrobat, criminal, entertainer, gladiator, hunter, and street urchin backgrounds. 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 inherently charismatic nature also draws them to the pursuit of magical classes such as sorcerer.
Goblins, especially those of different tribes, have all sorts of physiological differences, which they often discover only through hazardous “experiments.” Choose one of the following goblin heritages at 1st level.
Your ancestors have always had a connection to fire and a thicker skin, which allows you to resist burning. You gain fire resistance equal to half your level (minimum 1).
You can also recover from being on fire more easily. Your flat check to remove persistent fire damage is DC 10 instead of DC 15, which is reduced to DC 5 if another creature uses a particularly appropriate action to help.
You can subsist on food that most folks would consider spoiled. You can keep yourself fed with poor meals in a settlement as long as garbage is readily available, without using the Subsist downtime activity. You can eat and drink things when you are sickened.
You gain a +2 circumstance bonus to saving throws against afflictions, against gaining the sickened condition, and to remove the sickened condition. When you roll a success on a Fortitude save affected by this bonus, you get a critical success instead. All these benefits apply only when the affliction or condition resulted from something you ingested.
Your family’s teeth are formidable weapons. You gain a jaws unarmed attack that deals 1d6 piercing damage.
Your jaws are in the brawling group and have the finesse and unarmed traits.
You are acclimated to living in frigid lands and have skin ranging from sky blue to navy in color, as well as blue fur. You gain cold resistance equal to half your level (minimum 1). You treat environmental cold effects as if they were one step less extreme (incredible cold becomes extreme, extreme cold becomes severe, and so on).
You have a powerful tail, likely because you descend from a community of monkey goblins. You gain a +2 circumstance bonus to Athletics checks to Climb, you gain Combat Climber as a bonus feat, and you reduce the number of free hands required to Climb or Trip by one.
You have adapted particularly well to living in forested environments. As long as you are in a forest or jungle, you gain a +2 circumstance bonus to Stealth checks to Hide and Sneak, Survival checks to Subsist, and your Survival DC to Cover Tracks.
You’re able to bounce back from injuries easily due to an exceptionally thick skull, cartilaginous bones, or some other mixed blessing. You gain 10 Hit Points from your ancestry instead of 6. When you fall, reduce the falling damage you take as though you had fallen half the distance.
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 can select from the following ancestry feats.
Bouncy Goblin Feat 1
Prerequisite(s): Unbreakable goblin heritage
You have a particular elasticity that makes it easy for you to bounce and squish. You gain the trained proficiency rank in Acrobatics (or another skill of your choice, if you were already trained in Acrobatics). You also gain a +2 circumstance bonus to Acrobatics checks to Tumble Through a foe’s space.
Burn It! Feat 1
Fire fascinates you. Your spells and alchemical items that deal fire damage gain a status bonus to damage equal to half the spell’s level or one-quarter the item’s level (minimum 1). You also gain a +1 status bonus to any persistent fire damage you deal.
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 gain a +1 circumstance bonus to checks to Subsist, and you can use Society or Survival when you Subsist in a settlement.
When you Subsist in a city, you also gather valuable junk that silly longshanks threw away. You can Earn Income using Society or Survival in the same time as you Subsist, without spending any additional days of downtime. You also gain a +1 circumstance bonus to this check.
Special If you have the irongut goblin heritage, increase the bonuses to +2.
Fang Sharpener Feat 1
Prerequisite(s): Irongut goblin or razortooth goblin heritage
You have filed your teeth into jagged points and have an unusually powerful jaw, making your mouth a dangerous weapon. If you’re an irongut goblin, you gain a jaws unarmed attack that deals 1d4 piercing damage, and if you’re a razortooth goblin, your jaws unarmed attack deals 1d8 piercing damage and loses the finesse trait. Whenever you score a critical hit with your jaws unarmed attack, your target takes 1 persistent bleed damage per weapon damage die.
Goblin Lore Feat 1
You’ve picked up skills and tales from your goblin community.
If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Goblin Lore.
Goblin Scuttle [reaction] Feat 1
Trigger An ally ends a move action adjacent to you.
You take advantage of your ally’s movement to adjust your position. You Step.
Goblin Song [one-action] Feat 1
You sing annoying goblin songs, distracting your foes with silly and repetitive lyrics. Attempt a Performance check against the Will DC of a single enemy within 30 feet. This has all the usual traits and restrictions of a Performance check.
You can affect up to two targets within range if you have expert proficiency in Performance, four if you have master proficiency, and eight if you have legendary proficiency.
Critical Failure The target is temporarily immune to attempts to use Goblin Song for 1 hour.
Goblin Weapon Familiarity 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 determining your proficiency, martial goblin weapons are simple weapons and advanced goblin weapons are martial weapons.
Hard Tail Feat 1
Prerequisite(s): Tailed goblin heritage
Your tail is much stronger than most, and you can lash out with it with the strength of a whip. You gain a tail unarmed attack that deals 1d6 bludgeoning damage.
Junk Tinker Feat 1
You can make useful tools out of even twisted or rusted scraps.
When using the Crafting skill to Craft, you can make level 0 items, including weapons but not armor, out of junk. This reduces the Price to one-quarter the usual amount but always results in a shoddy item. Shoddy items normally give a penalty, but you don’t take this penalty when using shoddy items you made.
You can also incorporate junk to save money while you Craft any item. This grants you a discount on the item as if you had spent 1 additional day working to reduce the cost, but the item is obviously made of junk. At the GM’s discretion, this might affect the item’s resale value depending on the buyer’s tastes.
Rough Rider Feat 1
You are especially good at riding traditional goblin mounts. You gain the Ride feat, even if you don’t meet the prerequisites.
You gain a +1 circumstance bonus to Nature checks to use Command an Animal on a goblin dog or wolf mount. You can always select a wolf as your animal companion, even if you would usually select an animal companion with the mount special ability, such as for a champion’s steed ally.
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, as long as you continue to use Sneak actions and succeed at your Stealth check, you don’t become observed if you don’t have cover or greater cover and aren’t concealed at the end of the Sneak action, as long as you have cover or greater cover or are concealed at the end of your turn.
Ankle Bite [reaction] Feat 5
Prerequisite(s): Fang Sharpener or razortooth goblin heritage
Trigger A foe gives you the grabbed or restrained condition using a part of its body.
Whenever someone grabs onto you, you instinctively bite down hard. Sometimes that makes them let go, and sometimes it just makes them angrier, but either way, it’s both satisfying and tasty. Make a jaws Strike against the triggering foe.
On a critical hit, you are no longer grabbed. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
Chosen Feat 5
Prerequisite(s): Worshiper of the Mother of Monsters
You bear the favor and blessings of the Mother of Monsters. She has bestowed a mutation upon you, granting you the benefits of another heritage.
Choose one goblin heritage that you do not already have; you gain that heritage and its benefits.
Goblin Weapon Frenzy Feat 5
Prerequisite(s) Goblin Weapon Familiarity
You know how to wield your people’s vicious weapons. Whenever you score a critical hit using a goblin weapon, you apply the weapon’s critical specialization effect.
Tail Spin [two-actions] Feat 5
Prerequisite(s): Tailed goblin heritage, Hard Tail (see above)
You excel at using your tail as a weapon to upend your foes.
Attempt a single Athletics check to Trip up to two adjacent creatures. If you roll a success against a target, you get a critical success against that target instead.
Torch Goblin [one-action] Feat 5
Prerequisite(s): Charhide goblin heritage
You’ve spent enough time on fire that you know how to use it to your advantage.
You can light yourself thoroughly on fire with a held torch, a bottle of alchemist’s fire, or a similar incendiary, dealing yourself 1d6 persistent fire damage. As long as you are suffering persistent fire damage, all your melee attacks against adjacent creatures deal an additional 1 fire damage per weapon damage die. Any creature that successfully Grapples, Shoves, or Trips you takes 1d6 fire damage; if it uses a weapon for that action, the weapon takes the damage instead. You must still attempt the flat check to remove the persistent fire damage each round, as normal.
Tree Climber Feat 5
Prerequisite(s): Tailed goblin or treedweller goblin heritage
Your time in forest or jungle canopies has taught you how to scramble across branches with sure feet. You gain a climb speed of 10 feet. If you also have the Cave Climber ancestry feat, your total climb speed increases to your land speed when climbing trees.
Cave Climber Feat 9
After years of crawling and climbing through caverns, you can climb easily anywhere you go. You gain a climb Speed of 10 feet.
Freeze It! [one-action] Feat 9
Prerequisite(s): Snow goblin heritage
The magic of the north has still left a mark on you. Frigid ice runs through your veins, and you can expel frost from your body to freeze your foes.
Attempt an Athletics check against the Fortitude DC of an adjacent foe. If you have master proficiency in Athletics, you can affect up to two adjacent foes, rolling one Athletics check against each foe.
- Critical Success The target becomes clumsy 2 for 1 round.
- Success The target becomes clumsy 1 for 1 round.
- Critical Failure The target is temporarily immune for 1 minute.
Hungry Goblin Feat 9
Prerequisite(s): Fang Sharpener
You’ll eat anything and anyone.
Whenever you inflict persistent bleed damage with your jaws unarmed attack, you gain temporary Hit Points equal to half your level for 1 minute.
Roll With It [reaction] Feat 9
Prerequisite(s): Unbreakable goblin heritage, Bouncy Goblin
Trigger A foe hits you with a melee weapon or unarmed attack.
When you take a big hit, your foe bounces you around like a rubber ball, but you escape the worst of the blow. Your foe can move you any distance of its choice up to 30 feet in a direction of its choice (this is not forced movement, and it triggers reactions as normal). You fall prone and are stunned 1. Attempt a DC 6 flat check. On a success, you take minimum damage from the attack, and on a critical success, if the attack was a critical hit, you don’t take double damage from the critical hit.
Scalding Spit Feat 9
Prerequisite(s): Torch Goblin
Your bodily fluids burn with surprising volatility, as if you ran on oil instead of blood.
As long as you are taking persistent fire damage, you gain a boiling spit ranged unarmed attack with a range of 30 feet that deals 1d6 fire damage.
Skittering Scuttle Feat 9
Prerequisite(s) Goblin Scuttle
You can scuttle farther and faster when maneuvering alongside allies. When you use Goblin Scuttle, you can Stride up to half your Speed instead of Stepping.
Goblin Weapon Expertise Feat 13
Prerequisite(s) Goblin Weapon Familiarity
Your goblin affinity blends with your class training, granting you great skill with goblin weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the dogslicer, horsechopper, and all goblin weapons in which you are trained.
Unbreakable-Er Goblin Feat 13
Prerequisite(s): Unbreakable goblin heritage
As hard as most unbreakable goblins are to break, you are that much harder to break.
You gain 20 Hit Points from your ancestry instead of 10. When you fall, you take no falling damage. If you have the Bouncy Goblin feat, after falling or jumping from a height of at least 20 feet, you can bounce back into the air, up to half the distance you fell (and half as far forward if you jumped). These bounces continue until you bounce less than 20 feet.
Very, Very Sneaky Feat 13
Prerequisite(s) Very Sneaky
You can move up to your Speed when you use the Sneak action, and you no longer need to have cover or greater cover or be concealed to Hide or Sneak.