Homebrew Civilized Goblin PC (Generic) Species Details
Civilized goblins build dense, layered warrens into hillsides and city undercrofts — chaotic-looking but stubbornly practical, generally favoring three good doors over a single one. They talk fast, think faster, and hoard knowledge the way their wilder kin hoard shiny junk: obsessively, and with real pride in the collection (though of course they still hoard junk, too). A goblin who has taken to scholarship — wizardry especially — tends to be regarded with a mix of suspicion and grudging respect by neighbors who remember the stories, but also can't deny that, somehow, the goblin's spellbook is better organized than their own.
Goblin communities prize cleverness, resourcefulness, and loyalty to one's warren above almost everything else - a holdover from the extreme prejudice they've experienced. Cowardice isn't shameful among goblins — retreating to fight (or scheme) another day is just sense — but abandoning kin is close to unforgivable. Civilized goblins keep the quick wit and self-preservation instinct of their wilder cousins, but channel it into trade, craft, and — for the odd few — the arcane arts.
Civilized Goblin Traits
Creature Type: Humanoid
Size: Small (about 2–3 feet tall)
Speed: 25 feet
Ability Score Increase
Rather than simply scavenging and raiding, Civilized Goblins have begun nurturing their dexterity and ability to create - something they are surprisingly good at, despite (or due to) having to use a variety of less-than-ideal materials.
Stout Resilience
You have Advantage on Poison Saving Throws to resist being poisoned, or when dealing with poison effects.
You have Poison Resistance, meaning you only take half damage from any poison source (venomous attacks, traps, etc)
Brave
You have Advantage on saving throws you make to avoid or end the Frightened condition.
Goblin Agility
You can move through the space of any creature that is a size larger than you, but you can’t stop in the same space.
Lucky
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours.
If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.
Naturally Stealthy
You can take the Hide action even when you are obscured only by a creature that is at least one size larger than you.
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