Goblins are likely one of the most rarely used options for a player character’s race. But with multiple variants, there’s a Goblin for you!
Have you ever considered playing a Goblin character? Did you know you know you could play a Goblin character? Volo’s Guide To Monsters made the usually-a-monster race playable for those of us with a very specific sense of humor and character goals. And while Goblins might not be the right character for everybody, some of us will find a lot of potential in a Goblin character.
Goblins occupy an uneasy place in a dangerous world, and they react by lashing out at any creatures they believe they can bully. Cunning in battle and cruel in victory, goblins are fawning and servile in defeat.
Goblin Traits
A player who picks a Goblin character will get a +2 ability score improvement to their Dexterity as well as a +1 to their Constitution. Goblins are small creatures, coming in between three and four feet tall, but they’re hearty and quick on their feet. They also have a base walking speed of 30ft, similar to many larger playable creatures.
Goblins have a naturally occurring Darkvision, which is helpful but not terribly uncommon in D&D races. To them dim light looks as clear as bright light and darkness is like dim light.
Specific to Goblins is their ‘Fury of the Small’ ability, allowing them to deal extra damage to a creature larger than them, and ‘Nimble Escape’ which lets them disengage or hide as a bonus action on each of their turns.
Best Classes
High Dex and Con make Ranger a decent job option for Goblins. And their Nimble Escape would help them keep their distance from foes while using ranged weapons such as bows while Fury of the Small would play effectively with Hunters Mark.
Despite their unboosted Strength, Goblins could also see a fair amount of success as Fighters. Extra movement and damage are always helpful for a fighter. You’ll probably want to make sure that the dice are on your side when it comes to rolling up that Strength score, though.
Variants
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There are quite a few Goblin variants out there from adventure modules. Adventures with Muk introduces the Dankwood Goblin who has a +1 to Wisdom instead of Constitution and the ability to speak with small beasts such as squirrels, rabbits, and pets.
Plane Shift: Ixalan has its own variety of Goblin. This one only has a +2 to Dex and no secondary +1 ability score improvement at all, as well as notes that Goblins are almost always ‘wildly chaotic’ and mischievous. They also have a 25ft climbing speed as long as they’re not wearing medium or heavy armor.
Finally, Plane Shift: Zendikar has yet another Goblin. Now their single ability score improvement is a +2 to Constitution, and again a description of chaotic and mischievous characters. These guys also have ‘Grit,’ giving them resistance to fire and psychic damage and a base AC of 11 + their Dexterity modifier. Finally, this variant belongs to one of three tribes, which Zendikar goes on to describe. Each tribe has a different bonus proficiency.
Tips & Tricks
Goblins can be a lot of fun, and even variants that don’t specify their penchant for mischief should probably lean into a little chaos some of the time. It’s also good to keep in mind that Goblins aren’t generally seen as friendly or good by many townsfolk; Goblins are the quintessential first monster you fight in every game and many townsfolk have probably been harassed by at least one in their life. It’s a weird social line to toe in your game, but a dynamic that can really encourage you to be creative and fast on your feet, so to speak, at the table.
Have you ever played a Goblin character? Have you had one in your party? Do you think you’d ever make a Goblin character? Let us know in the comments!
Happy adventuring!
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