Gremlin, Homebrew

Origins
Gremlins are a race of small, mischievous humanoids that are fascinated with machinery and endlessly tinker away at any they can find. The gremlins were brought to be by an unknown contraption they call "The Core" and often serve as builders and repairmen. However, their efforts are often marred by their own tendency to break what they try to fix — or in many cases blow it up completely, as they're fond of explosives. It is believed that gremlins get their orders from a mysterious ruler; but for now their secret is safe, as the gremlin language is completely indecipherable to any other intelligent race.

Biology
Light and nimble, Gremlins are one of the more shorter intelligent races encountered, measuring at around 3 to 4 feet and weighing between 50 to 75 pounds. They are not know for having a long lifespan, reaching adulthood at age 12 and can live up to 60 years. They are covered in a two-tone coat of fur; generally gremlin genetics do not allow for patterns or variances, however several have been recorded with unique patterns and poly-toned tones.

Gremlins have two eyes following the general convention, typically considered large by most other races; despite this, their vision is comparatively bad and thus typically use arcane-enhanced goggles in order to balance out their subpar vision, though these goggles are not required for them to see well-enough at close ranges. They have a short unremarkable snout with two small nostrils, sharp triangular teeth, and two lengthy ears protruding from the top of their heads, similarly to most large-eared creatures.

Unlike most races, gremlin heads are slightly larger than their body proportions, accentuating their lighter body frames. Their body is fairly middle-of-the-road, providing a good balance between width and weight, though some would consider gremlins stout. Their arms taper from a slim shoulder to a broad palm, with four dexterous fingers, allowing them to grab both large and small tools for whatever job they are tasked with. As a digitigrade race they are unable to use most footwear, though to them it doesn't matter as they do not consider footwear essential. A stubby tail decors their back, a remnant of their progenitors which has no apparent biological use with more modern generations.

Pawns of the Invisible
Many races establish themselves through guilds, families, and similar hierarchies, and gremlins are no different. Each society consists of numerous workers and civilians who toil away to make a living, which can stretch out through a number of layers before reaching to the more upper-layers of law-enforcing. At the final layer each gremlin society has a ruler, which by gremlin tradition is kept in secrecy until their passing: only gremlins of certain positions are even able to directly speak with the ruler, let alone see them. They believe this secrecy not only keeps their traditions intact, but also protects the ruler from any to-be assassins.

A Hard-Earned Life
Whether tinkering or hard labor, gremlins are never short of something to do and ways of keeping busy. The majority of gremlins are typically born into a particular trade carried on for generations by their family, however branching off to another trade or career is not uncommon. Certain jobs are only available to families who are born onto them or are granted by their ruler, such as the more illustrious mending and stealthing.

Even Harder-Earned Friendship
Gremlins are socially distant to any race that is not a gremlin, and friendships with non-gremlins can feel fragile. Bonding with a gremlin might prove a difficult task for some and otherwise impossible for most, as the language barrier and lack of empathy for other races is more than enough to make most races turn their nose at a chance for their acquaintance. However, as cold and distant as they can be, bonding with a gremlin can be a very fulfilling (and more often than not lucrative) endeavor as they treat friends like family; going as far to share their home and wealth.

Save to Spend... and Save
Inclined towards the more shinier and valuable resources, gremlins are less than eager to spend their hard-earned money if they do not see practical or monetary value in what they're spending. While it would be unfair to call a gremlin stingy, their work ethics and to an extension their working environment have conditioned them to value what they have and be resourceful; this is not to say that they cannot be persuaded to see the grander scheme of an opportunity, such as a fruitful long-term career or a job that could potentially attract more clients.

Their favored monetary resource is gold, with platinum and silver being a close second; any other type of coin or recompense is seen as worthless by most gremlins and would most likely be left where they got it. On the contrary, gems are a rare commodity to gremlins and more valued for their mechanical and arcane applications moreso than their monetary value, and thus are sought after by tinkerers and menders alike. Merchant gremlins who learn economics can easily see the value of most items and are fierce competitors to even the most successful merchants, and even better allies.

General Features

 * Ability Score Increase: Your Dexterity score increases by 1. Your Strength, Constitution, and Wisdom score decrease by 1.
 * Age: Gremlins reach adulthood at age 12, and can live up to 60 years.
 * Alignment: Gremlins are generally lawful working under an established hierarchy, but are known to lean to either good or evil extremes.
 * Size: A gremlin measures between 3 and 4 feet tall and weighting between 50 and 75 pounds. Your size is Small.
 * Speed: Your base walking speed is 30ft.
 * Languages: You can speak, read, and write Common and Gremlin.

Gremlin Traits

 * 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 can't discern color in darkness, only shades of gray.
 * Vision-Impaired: Your vision is impaired in some way due to genetic circumstances, and as such you carry a pair of arcana-infused goggles that allows you to see normally. Removing your goggles halves your base sight, as well as Darkvision's range. Additionally, you cannot wear the goggles with helmets that completely cover your face; other creatures cannot wear your goggles, unless they are also a gremlin.
 * Dodge: If a successful attack roll against you is not higher than 2 above your AC, you can use a reaction to roll a 1d20. On a 19 or higher, you dodge the attack.

Dweller

 * Ability Score Increase: Your Intelligence and Charisma score increase by 1.
 * Hard-Worker: Your hands and feet have been heavily calloused by hard labor from working yourself to near-exhaustion. Difficult terrain no longer affects you, and if you take damage that would otherwise incapacitate you, you instead drop to 1 hp.

Tinkerer

 * Ability Score Increase: Your Dexterity and Intelligence score increase by 1.
 * Mechanical Master: You are a master when it comes to mechanical devices, whether they are massive machines or finely-tuned items. You can add bonus proficiency to Dexterity and Intelligence checks whenever you tinker with mechanical devices.

Stalker

 * Ability Score Increase: Your Dexterity score increases by 2.
 * Unseen: You have trained in the Stalker order of gremlins, and learned to become one with the shadows naturally. You can add bonus proficiency to Dexterity (Acrobatics, Stealth) checks whenever you attempt to surprise an unaware target or hide in dim light levels.

Mender

 * Ability Score Increase: Your Intelligence and Wisdom score increase by 1.
 * Scholar: Unlike most gremlins, you have dedicated yourself to studious endeavors and have become knowledgeable in the arcane arts. You can add bonus proficiency to Intelligence (Arcana) and Wisdom (Medicine) checks whenever you treat a creature's illnesses and wounds.