Goblins have been around for quite a while, with a handful of Trade Cartels leading the goblins onward. They are known for their greed, desire for power and wealth, and their powerful, if unstable, machinery. There is some history with the goblins working alongside the Horde during the second war, but the goblins split off and have started to go neutral, offering both sides their goods.
Age : Goblins mature slightly slower than humans and reach adulthood in their early 20s. Most goblins die within a century, but a goblin can live into the middle of his or her second century.
Size : Goblins are between 3 and 4 feet and weigh between 40 and 80 pounds. Your size is Small.
Speed : Your base walking speed is 25 feet.
Languages : You can speak, read, and write Common, Goblin and one extra language of your choice.
Ability Score Increase : Your Intelligence score increases by 1, and your Charisma score increases by 2.
Best Deals Anywhere : Whenever you make a Charisma (Persuasion) check related to haggling, you are considered proficient in the Persuasion skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
DODGE! : You may give yourself advantage on a Dexterity saving throw against an effect that you can see, such as a trap or a spell. You can choose to do so before or after the roll, but before any effects of the roll are applied. You can't use this feature again until you finish a short or long rest.
Goblin Engineering : You have proficiency with the artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 25 gp worth of materials to construct a Tiny device (AC 5, 1 HP). The device ceases to function after 24 hours (unless you spend 1 hour maintaining it. This can be done as part of a short or long rest), or after it has been activated, at which point the device breaks; at that time, you can reclaim 5 gp worth of materials used to create it. You can only make one device between long rests and can never maintain more than one device at a time. When you create this device, choose one of the following spells: Burning Hands, Catapult, Earth Tremor, Feather Fall, Grease, Jump, and Thunderwave. A creature can use its Action to activate the device and produce the effects of the chosen spell without providing material components. Each device uses your Intelligence as its spellcasting ability.
Mechanical Familiarity : You are proficient in all Firearms and Tinker's Tools.