Homebrew Argir Species Details

The goblinoid races all were driven from the Feywild in ancient times by the conquering goblin god Magulbiyet and most goblins, hobgoblins, and bugbears have no memory of their past in the Feywild. The Argir however were a group of Goblinoids that resisted defeat at the hands of Magulbiyet by escaping the Feywild into the even more chaotic Limbo. They found their way into a bubble of peaceful order that had been imagined and then abandoned by a god. It is an upside down landscape, like a large round room, standing on the floor and looking upwards results in seeing the other side. the mostly spherical room is about a mile in diameter, the material the enclosure is in appears to be some sort of semi transparent stone, like a clouded agate, though if appears organic in origin, it is some theorize composed of petrified bone. a constant dim white light passes through the floor accompanied by the occasional random flash of brighter light. the enclosure has some deep pools of water which support a variety of aquatic plant life. Their homes are carved into the floor of the enclosure.
The name of this habitat they called Argir, they think of themselves less as a race called Argir as much as simply being Goblins from Argir. They physically resemble tall mostly hairless Goblins that have spent a thousand generations in rather low gravity subsisting by farming bio-luminescent algae. Having avoided the changes Magulbiyet affected other goblin peoples they more resemble Elves in some ways. Argir Goblins have small thin elongated bodies, standing between 4 to 5 and a half feet in height, with lengthened skulls and massive all black eyes which lack an iris. When light hits their huge deep black eyes they reflect a kaleidoscope of colors. When in full sunlight they tend to protect their eyes with special tinted glasses. Their skin is a pale sage/greyish green, which they prefer to cover in loose clothing like robes. they have pointed ears that are emotionally expressive. they have small flat noses and smallish mouths with many tiny sharp teeth in multiple rows. Sometimes they have hair on their heads, though many prefer the hairless look.
They can appear a bit like some isolated cave dwelling creatures which have hyper specialized to living in the dark. They are also not completely isolated as the Argir has portals in it which connect to various places on the material plane. They use these portals to trade extensively with various races however they often do this in secret, employing magical and real disguises to mimic the identities of the people they wish to trade with. This being the case there are Argir all over the multiverse, though they always feel more at home in their city, if for no other reason then because the gravity there is around half that  which is normally found on the material plane.
Argir are not a martial culture, their history is one of avoiding the conflict which led to the rest of their people being enslaved by a war god. They are somewhat renowned among artificers for their magical armor they craft. often from the stone of their habitat, carefully carving it into thin light pieces which they harden with magical and runic enchantments. Another important cultural tradition the Argir practice which has its roots in the Feywild, they call the Seidh, which is a focus on the forms of magic related to divination of the future and the shaping of those possible fates through ritualistic song. School of Divination Wizards are very respected among the Argir, as are College of Creation Bards. the Seidh is given credit for warning the Argir of the coming misfortunes that would befall their people and the use of Arcane magics allowed them to escape that fate, giving it's practice a somewhat religious connotation.

Argir Traits

Traits

background feat

 Each Background
provides a 1st-level
Feata special ability
acquired in the
characters past.

magical skulkers

The Argir have survived as well as they have only because they are magical skulkers who managed to avoid the conquering and enslavement of their people by a malevolent god by sidestepping the issue. This lineage has gifted you with some supernatural abilities. at first level you gain the use of the cantrip Minor Illusion. at third level you gain the ability to cast Disguise Self. You can cast it once without a Spell Slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the Spell using any Spell Slots you have. at fifth level you gain the ability to cast the spell Invisibility on yourself, as with the third level option you can cast it once without a Spell Slot. You can also cast this Spell using any second level or above Spell Slots you have. Though treat those castings as regular. using the racial use casting the target of the spell can only be on your self.

Ability Score Increase

Your background grants a +2 bonus to one ability score and a +1 bonus to a different one.

Darkvision

Accustomed to life underground, you have superior vision in dark and dim conditions. 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.

Fey Ancestry

You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Languages

You can speak, read, and write Common and Sylvan, if you feel like it would also make sense for an Argir to speak Goblin then pick that in backgrounds, however I suspect it more likely they speak Dwarvish, or Undercommon.

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