Goblin
Goblin
Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.
Age. Goblins do not truly age, they simply grow. When they have grown too massive for their frame to sustain, they lose mobility and the ability to support themselves. This provides ample opportunities for greedy rivals to eliminate their larger competition, leading to most goblins perishing before 40 years. However, it has been noted that there appears to be no true limit to their properties of perpetual growth, and some gargantuan goblins have been rumored to exist.
Alignment. Goblins revel in chaos and calamity, tending towards Chaotic and often Evil.
Creature Type. You are a Humanoid and a Goblinoid.
Size. The vast majority of goblins range from between 2 feet to 4 feet. You are Small.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 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.
Bizarre Constitution. You exhibit a bizarre constitution, with your flesh rapidly growing in response to wounds. When you roll either 1 or 2 on any Hit Die you spend at the end of a short rest, you can re-roll the die and must use the new roll.
Reactive Flesh. Your flesh is able to harden and morph in response to physical trauma. When you take damage, you can use your reaction to reduce that damage by your proficiency bonus + your Constitution modifier (minimum 1). After you use this trait, you can’t use it again until you finish a short or long rest.
Unnatural Resilience. You seem to be unnaturally resilient. At the start of your turn, if you have fewer than half your hit points, you gain temporary hit points equal to your proficiency bonus. They last until the start of your next turn. You can benefit from this trait a number of times equal to your proficiency bonus. You gain all expended uses when you finish a short or long rest.
Morbid Vigor. While you have temporary hit points from Unnatural Resilience, the first time you damage a creature with an attack or a spell on your turn, you cause the attack or spell to deal extra damage to the creature equal to your proficiency bonus.
Defiant Nature. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Fury of the Small. When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can’t use it again until you finish a short or long rest.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Languages. You can speak, read, and write Common and Goblin.
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