You speak Goblin natively (much better than one who has learned it later in life).
You automatically notice and can avoid crudely-made traps and have advantage to notice and disarm more sophisticated traps.
-------------------------------------------------------------
Change It Up! You can choose any other ancestry to be raised by instead, and exchange the known language and get 1 helpful/iconic ability those people would inculcate (e.g., Dwarves know Dwarvish and are very good with smithing or stonecraft).
Advantage on checks to know or obtain gossip for events that will soon happen or have happened less than 1 year ago.
You are haunted by voices that occasionally give you cryptic advice. The voices are sometimes VERY helpful. Other times they only want to see you suffer.
Advantage against fear.
Start with 500 extra gold, or an uncommon magical item (that your GM allows). Gain an equally powerful curse or enemy who wants it back. If you choose this background, your GM may allow you to choose another.
You've seen more than a few duels in your time, granting you the following benefits: +KEY mana/Safe Rest. You have Advantage on the first spell you cast each encounter.
You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.
You have always been fascinated by other cultures, from the most ancient and primeval lost lands to the most modern civilizations. By studying other cultures' customs, philosophies, laws, rituals, religious beliefs, languages, and art, you have learned how tribes, empires, and all forms of society in between craft their own destinies and doom. This knowledge came to you not only through books and scrolls, but also through firsthand observation—by visiting far-flung settlements and exploring local histories and customs.
You can communicate with humanoids who don't speak any language you know. You must observe the humanoids interacting with one another for at least 1 day, after which you learn a handful of important words, expressions, and gestures - enough to communicate on a rudimentary level.
You're probably to young to be adventuring. Are you a runaway? An urchin? Has your destiny come too soon?
Your size is decreased by 1 instance down to a minimum of Small. You only gain Skill Points when leveling up for every even level (2, 4, 6, etc.). Your neutral saves become advantaged saves.
Two souls in one body. A brain, split down the middle. New identities created through dissociation.
You aren't one person, you're two. When you finish a Safe Rest, roll 1d20. On an odd roll (1, 3, 5, etc.), your active and dormant personalities swap, with your dormant personality gaining control over your body.
Each personality has it's own Class, Stats, Skills, and potential Backgrounds. Your Ancestry remains the same.
You usually have just the thing you need.
You may withdraw a common tool or item from your pack when it is needed, even if you never mentioned it before, 1/Safe Rest.
-3 inventory slots.
Made by Santuric & SanityWithIn
Come on then, you can take it! You never believed what your ancestor said about overconfidence anyways.
+2 max HP per level. +2 armor. Attacks never miss you.
Made by Kazok the Goblin & SanityWithIn
You always have up-to-date knowledge of the customs and dress of the upper classes and may even know many of their secrets. Advantage on Influence checks with the upper class.