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Most think of goblins as feral and fickle — and many still are. The Murrkin, untamed and cunning, dwell in ruins and wilderness, living by instinct and swarm. But among the wreckage of the old world, one goblin lineage broke that pattern. Where others scavenged, they innovated. Where others survived, they adapted. These are the Giznat — tinkerers of the unstable, geniuses of the improbable, and architects of the unasked-for.

Though born of fey blood and long overshadowed by their own reputation, the Giznat have become something unique. They do not build empires. They build ideas and occasionally, cities around those ideas. Sometimes even in the right order.

Identity and Culture

Giznat goblins are taller than their wild cousins, with wiry or spring-loaded builds that seem perpetually coiled for action. Their hands are large with long, nimble fingers — perfect for tuning arcane valves, welding alloys, or dismantling something just to see if it could be put back together better. Oversized ears twitch with every stray noise, and their sharp, intelligent eyes — often magnified by cracked goggles — dart constantly from idea to idea. Their skin ranges from olive to teal or copper-tinged, frequently blotched with soot, chemical stains, or Galarium scarring.

They dress for function, not fashion: patchwork gear stitched together from toolbelts, vests, scrap-metal plates, and insulated gloves. Their pockets are endless and dangerous. It's rare to find a Giznat who isn’t streaked with ink, wrapped in bandages, or trailing the edge of a half-burned blueprint. Their posture tells a story: hunched when thinking, animated when speaking, and explosive when explaining something they assume you won't understand — but they'll try anyway.

Culturally, the Giznat live in guild-clans and innovation caravans, driven by creation over conquest. Their value system is built around experimentation, spectacular failure, and the irrepressible pursuit of “what if.” Some become field engineers in Tessarion, others lecture in Vel’Nathar, and a few vanish entirely into the wild to “prototype undisturbed.” Their flaw is the same as their gift: unshackled curiosity. A Giznat will push every boundary — physical, social, magical — not out of malice, but because they must know what happens next.

Legacy in Eldareth

The Giznat are not recorded in tomes of noble bloodlines, but their devices have rewired cities, reshaped magic, and occasionally removed the roofs of schools. They do not ask for recognition. They ask for time, materials, and for everyone to please stand back.

They are not the world’s wisest architects.
But they are its most necessary accidents.

Goblin Traits

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.

Artificer's Lore. Whenever you make an Intelligence (History) check related to alchemical, or technological items, you can add twice your proficiency bonus instead of any other proficiency bonus that may apply.

Goblin Artifice. You know the Mending and Prestidigitation cantrips.

Tinker. You have proficiency with artisan tools (tinker's tools). 

Using these tools, you can spend 10 minutes casting Prestidigitation to create a Tiny clockwork device (AC 5,1 HP), such as a toy, a fire starter, ora music box. Casting the Spell in this way consumes 10 GP worth of raw material (string, gears, and the like),which you provide during the casting. 

When you create the device, you determine its function by choosing one effect from Prestidigitation; the device produces that effect whenever you or another creature takes a Bonus Action to touch the device and activate it. If the chosen effect has options within it, you choose one of those options for the device when you create it. For example, if you choose the spell’s ignite-extinguish effect, you determine whether the device ignites or extinguishes fire; the device doesn’t do both.

You can have three such devices in existence at a time, and each one dismantles itself 8 hours after its creation. You can also touch one of your devices and dismantle it as an Action. After a device is dismantled, the 10 GP of materials used to create it can be reclaimed.

Here are a few examples:

  • Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
  • Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
  • Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.

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.