Homebrew City Goblin (V2) Species Details

City Goblins are the few goblins that live among other folk. After a family of goblins is raised in a civilized environment for a long enough time, a strange phenomenon occurs known among goblins simply as The Smartening. The Smartening is an occurrence that leads to a complete change of personality, culture, and mindset among goblins, causing them to become skilled and intelligent workers who often excel at tasks other humanoids find difficult and tedious. This is likely a result of how unusually adaptive goblins are, simply acclimating to society as they would any other environment.

Racial Traits
Darkvision, Bargaining, Nimble Escape, Skilled Hands, Tinker's Workshop

City Goblin (V2) Traits

Your goblin character has the following special traits

Size

Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is 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.

Bargainer

You gain proficiency in Persuasion. In addition, you have advantage on Persuasion checks made to bargain for prices.

Nimble Escape

You can take the Disengage or Hide action as a bonus action on each of your turns.

Skilled Hands

You are a skilled artisan, gaining the following abilities:

  • Cunning Hands: You gain proficiency in Tinker's Tools. You can use Tinker's Tools as an Arcane Focus for any spells you cast that use Intelligence as the spellcasting ability. 
  • Hasty Repair: As a bonus action, you can repair a broken item quickly. This functions as the cantrip Mending, save for the fact it is nonmagical in nature and cannot be dispelled by effects that prevent magic. This uses your Intelligence as the spellcasting ability.
  • Scrap Tinker: Crafting nonmagical items requires half the usual price and time for you, due to you using scraps and garbage to substitute resources. However, items you craft are worth half the usual value when sold. 

Tinker's Workshop

When you finish a Long Rest, you can set up a workshop to tinker with and modify a piece of equipment. Choose a tool, weapon, or set of armor in your possession. If it is a set of armor or a shield, you gain a +1 bonus to armor class while wearing it. If it is a weapon, the weapon gains a +1 bonus to damage while wielded by you. If it is a set of tools, you gain a +1 bonus to checks made with the tool when used.

Languages

You can speak, read, and write Common and Goblin.

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