Nightvision. Goblins are used to living in total darkness and thus have poor vision in the light and good vision in the darkness. You can see in darkness as if it were bright light, treat dim light as if it were normal light, treat normal light as if it was dim light, and are effectively blind in bright light. Masters of Fear. Goblins are staunch and rarely frightened, while also being quite capable of inflicting terror on their own. You have advantage on saving throws against fear effects and on Intimidation skill checks to cause a creature to back down or flee. Dutiful. Goblins have a focus which they are duty-bound to protect. This can be anything from their family, clan, or village, to a sacred relic or particular school of combat. When acting in defense of this focus, you receive a +1 bonus to either AC, attack rolls, damage rolls, or saving throws. The focus and bonus are chosen during character creation. Heritage. Goblins come from a number of traditions and backgrounds, each named after a gemstone or animal product. These heritages set goblins apart from one another, giving them slightly different abilities from one another. Choose a heritage for your goblin.
Languages. You can read and write Goblin and one other language of your choice.