Your character has the following traits

Ability Score Improvement. Your Dexterity Score Increases by 2 and your Charisma and Strength decrease by 1

Age. Niblin reach maturity within 1 year and have a lifespan of 50 years, but most tend to die before 20.

Alignment. Niblin tribes vary in alignment, but most tend to be chaotic (stupid).

Size. Niblin range from 1 to 3 feet, and on average they come close to 2ft and 8 inches Your sizes is small.

Speed. Your walking speed is 30 feet.

Too Many Teeth. . Goblins are known for their balloon like heads and enormous maws. You have a primary natural bite attack that deals 1d4 piercing damage. At level 5 you gain an additional damage die doing (2d4) piercing damage, and again at level 11 (3d4), and again at level 17 (4d4). Yo7ur bite has the finesse and light tags.

Languages. You can speak, read and write goblin, and common in its most basic form.

Niblin Quirks

All Niblin have 2 of the following traits.

Cowardly Nature. You wouldn't describe yourself as gutless, but seeing as how often you run, you might be. When you are at half health or lower you gain the benefit of the dash action while disengaging

Little Nightmares. Niblin's aren't normally so scary, but you've got the knack for it. You are proficient with the stealth skill and the intimidation skill.

Big Ears. While Niblin have large ears, yours are particularly large, granting you advantage on perception checks to hear things, and proficiency with the perception skill

Darkvision. . Accustomed to life underground, you gain darkvision out to 60ft.

Cave Crawler. You gain a climb speed equal to half of your movement speed, and gain proficiency with the acrobatics skill.

Spelunker. You are exceptional at squeezing through narrow passages and other tight spaces. You suffer no movement penalty from crawling, and, if you were standing when you began your turn, standing back up costs no movement.

Filthy Mouth. Upon making a bite attack, whoever you bit must make a con saving throw or be poisoned by your unclean filthy mouth. The Dc is equal to 10 + Constitution Modifier, upon successful save they take half as much damage from your disgusting saliva, and on a failure they take full damage from it. Your Saliva deals 1d12 additional damage. Once you use this feature you cannot use it again until you finish a long rest.

Lock Jaw. Your jaws are akin to a bear trap, making you hard to pull free and impeding the movement of those you clamp down on, as a bonus action when biting a creature one size larger you may choose to stay clamped down on them reducing their movement by half. when Clamped down, if one tries to pry you off it acts as a contested strength roll.

Feral Gnash. Instead of your bite attack doing 1d4, it does 1d6. At 5th level, the damage from a feral gnasher's bite increases to 2d6 (or 1d12), and once again at 11th level doing 3d6. You also deal ×3 damage on a critical hit.

Just a taste. Upon using your bite attack on an enemy, you may also choose to tear a chunk of meat out of them as a bonus action, not only disfiguring and scarring them, it deals an additional 1d4 bleeding damage which repeats on their next 4 turns, unless they use their action to attempt to stop the bleeding by passing a sleight of hand check, equal to 10 + your strength modifier.

Cannibalism. Among your tribe you do so savor the flesh of sentient beings, you may ravenously eat a fallen sapient foe as a full action so long as its been dead for less than 2 hours, when eating their flesh you regain hp equal to one of your hit die, scaling up to 2 at 5th level, 3 at 11th and 4 at 17th. After using this feature you may not use it again until you complete a long rest.

Carrion Devourer. Your Constitution increases by 2 and you have advantage on Constitution saving throws to resist diseases, and the adverse effects of eating food of inferior quality, such as carcasses or rotten fruit. Also if you have the cannibalism trait, it works on bodies that have been dead for no longer than a week.

Mount Tamer. You gain proficiency with whips, nets and the Animal Handling Skill.

Friend to Frogs. Through sounds and gestures you are able to communicate simple ideas with amphibians such as newts, frogs, toads, and salamanders. When making animal handling checks with amphibian beasts, you do so with advantage. Additionally you gain a small amphibian as a pet when you take this trait.

Copy Cat. When seeing another creature that has proficiency performing a skill, or using a tool or weapon, you may attempt to mimic their own actions and gain proficiency with it for 8 hours. You may only use this trait once a day.

Flexible Mind. You're vision is outwards while your brethren are more concerned with eating and murdering, you gain proficiency in two artisan's tools, and two intelligence or charisma skills, or one of each.

Devout. Knocking around in your football head is knowledge of dark and evil entities that are subjects of worship among your kind and others, you gain proficiency in the Religion and History skill. When using these skills in relation to dark entities and deities you do so with double your proficiency bonus.