Age. Goblins reach physical maturity at 8 Spins, but mentally mature at 21 Spins, and live up to 60 to 85 Spins. Alignment. Goblins are typically of the chaotic alignments, be they good, evil, or somewhere in the middle. Superior Darkvision. You can see in dim light within 120 feet of you as if it were bright light, and in the darkness as if it were dim light. Fury of the Small. When you damage a creature with an attack or 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 to your level. Once you use this trait, you can't use it again until you finish a short or long rest. Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. Amphibious. You can breathe air and water.
Languages. You can speak, read, and write Goblinish and Aquan.