A subterranean folk, goblins can be found in every corner of the multiverse, often beside their bugbear and hobgoblin kin. Long before the god Maglubiyet conquered them, early goblins served in the court of the Queen of Air and Darkness, one of the Feywild’s archfey. Goblins thrived in her dangerous domain thanks to a special boon from her—a supernatural knack for finding the weak spots in foes larger than themselves and for getting out of trouble. Goblins brought this fey boon with them to worlds across the Material Plane, even if they don’t remember the fey realm they inhabited before Maglubiyet’s rise. Now many goblins pursue their own destinies, escaping the plots of both archfey and gods.
Source: Mordenkainen Presents: Monsters of the Multiverse
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Creature Type. You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid.
Size. You are Small.
Speed. Your 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 discern colors in that darkness only as shades of gray.
Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Fury of the Small. 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. The extra damage equals your proficiency bonus.
You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.
Source: Volo's Guide to Monsters
Goblins occupy an uneasy place in a dangerous world, and they react by lashing out at any creatures they believe they can bully. Cunning in battle and cruel in victory, goblins are fawning and servile in defeat.
Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.
Age. Goblins reach adulthood at age 8 and live up to 60 years.
Alignment. Goblins are typically neutral evil, as they care only for their own needs. A few goblins might tend toward good or neutrality, but only rarely.
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.
Fury of the Small. 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. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Languages. You can speak, read, and write Common and Goblin.
Source: Adventures with Muk, Extra Life 2019
Dankwood 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.
They are inquisitive and have a magical bond with the small forest creatures with which they are often friends. They are fast and numble and love to explore. Because of this they make great adventurers and guides.
Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Age. Dankwood goblins reach adulthood at age 8 and live up to 60 years.
Alignment. Dankwood goblins are typically neutral or neutral good, though some mischievous dankwood goblins are chaotic neutral.
Size. Dankwood 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.
Speak with Small Beasts. Through sounds nad gestures you can communicate simple ideas with Small of smaller beasts. Dankwood goblins love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Languages. You can speak, read, and write Common and Goblin.