

You can't discern color in darkness, only shades of gray. 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. Accustomed to life in the jungle night, you have superior vision in dark and dim conditions. (If your campaign uses the variant rule for encumbrance, you can't use your climbing speed if you are encumbered.) You can't use your climbing speed while you wear medium or heavy armor. Goblins average about 3 feet tall and weigh about 40 pounds. Most goblins are wildly chaotic, with no particular inclination toward good or evil but a strong tendency toward mischief. They age noticeably faster, and though few goblins live to old age, the most cautious rarely live longer than 50 years. Goblins mature faster than humans, reaching adulthood around age 12. For better or worse, many goblins are also incorrigible pranksters, and they often have a hard time determining when a prank is inappropriate, is poorly timed, or has gone too far. They climb, swing, and jump easily among a ship's ropes, and can get into tight spaces that humans can't. Their hearing and eyesight make them excellent lookouts, and their agility serves them well as crew members on pirate ships. They prefer a crouched posture that lets them scramble quickly on all fours, aided by their long prehensile tails. Goblins stand about three feet tall, though they rarely stand upright. Though they still thrive in remote jungle colonies, goblins are most commonly seen swinging on the ropes of sleek pirate ships. Goblins are native to Ixalan, and their eager curiosity drew them to the ships of the Brazen Coalition where the pirates first made landfall on the Sun Empire's shores. Dankwood goblins love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets. Through sounds and gestures you can communicate simple ideas with Small of smaller beasts. Dankwood goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Dankwood goblins are typically neutral or neutral good, though some mischievous dankwood goblins are chaotic neutral. Dankwood goblins reach adulthood at age 8 and live up to 60 years. Your Dexterity score increases by 2, and your Wisdom score increases by 1. Because of this they make great adventurers and guides. They are fast and numble and love to explore. They are inquisitive and have a magical bond with the small forest creatures with which they are often friends. You can speak, read, and write Common and Goblin.ĭankwood goblins are much like any other run-of-the-mill goblin but they are much more gentle and artistic than the savage and uncouth goblins of the world. You can take the Disengage or Hide action as a bonus action on each of your turns. Once you use this trait, you can't use it again until you finish a short or long rest. 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. Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Goblins reach adulthood at age 8 and live up to 60 years. Your Dexterity score increases by 2, and your Constitution score increases by 1.
