Goblin

Cunning Survivors
The Goblins of Grak Tribe have been in the Northern Marches for centuries. They were not always called the Grak Tribe. Until quite recently they were the Baroom tribe. Before that, they were the Cracktal Tribe. Before that...you get the idea. Under the "wise" and "bold" leadership of the new chieftan Grak, the tribe has freed itself from the oppression of Baroom the Bold (now called Baroom the Loud and Obnoxious) and his demon-touched adviser Tolket.

Now, they seek to live peacefully with those to the south. At least, as long as they have demon-bats that breath fire and acid. And have creepy masks that make them laugh. And loud sticks that shoot smoke and go "boom".

They don't know much about the Northern Marches. But they do know that they are dangerous. And they do know that the humans and dwarves and halflings and other tasty...friendly (I meant to say) creatures are their new friends and they should help them. Just so long as they have those things we talked about earlier.

Racial Abilities
Goblins use the Goblin stat block from Volo's Guide to Monsters. The essential bits are repeated here:
 * Ability Score Increase. Your Dexterity Score increases by 2, and your Constitution Score increases by 1.
 * Size. Goblins are between 3 and 4 feet tall, and weigh between 40 and 80 pounds. Your size is small.
 * Speed. You 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 in dim light, to a distance of 60 feet. You can't discern color in darkness, only shades of grey.
 * 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 the Hide action as a bonus action on each of your turns.
 * Illiterate. You cannot read or write. You must spend a skill slot to become literate. You can speak Goblinoid and Imperial (Common).
 * Mind for Explosives. Goblins can take the Gunslinger Martial Archetype.