Adventure Goblin#

Adventure Goblin
Illustration: Midjourney

"Not all goblins are content with their lot in life. Some seek adventure, fortune, or simply a way to outwit fate. These cunning individuals become Adventure Goblins, masters of guile, luck, and the unexpected."
Adventure Goblins are cunning and mischievous creatures that live for the thrill of adventure and the lure of treasure. Whether they are treasure goblins or dice goblins, they use their unique abilities to manipulate the battlefield, confuse their enemies, and aid their allies. Adventure Goblins are half-casters, using the bard spell list to fuel their magic with their own trickery and charm. Adventure Goblins are versatile and adaptable, able to choose from a variety of skills and proficiencies to suit their needs. Adventure Goblins are not evil by nature, but they are often driven by their own selfish desires and impulses, which can sometimes get them into trouble. Adventure Goblins are always looking for the next big score, the next exciting challenge, and the next opportunity to prove themselves.
While traditionally associated with goblin-kind, this class is not limited to goblins alone. At the Dungeon Master’s discretion, characters from various backgrounds can embrace the path of the Adventure Goblin. Here are some ways you might find yourself drawn to this enigmatic class:
  • Goblin Heritage: If you have goblin blood running through your veins, whether due to ancestry or a mysterious twist of fate, the path of the Adventure Goblin may call to you. Perhaps you were born into a goblin tribe, raised amidst their cunning ways, and now seek to use your innate talents for more than mere survival.
  • Raised by Goblins: Some adventurers were abandoned or lost as children, only to be taken in by goblin clans. These unlikely adoptive families taught them their tricks, secrets, and peculiar ways. As a result, these individuals grew up with a foot in both worlds—their goblin upbringing and their longing for something more.
  • Outsiders with a Twist: Not all Adventure Goblins are goblinoids by birth. Some are outsiders—humans, elves, or other races—who found themselves entangled in goblin affairs. Maybe you were cursed, blessed, or simply curious. Whatever the reason, you’ve embraced the chaotic and unpredictable nature of goblin magic.

The Adventure Goblin Table#

LevelProficiency BonusFeaturesCantrips KnownSpells KnownSpell Slots per Spell Level
1st2nd3rd4th5th
1st+2Subclass, Subclass Feature2------
2nd+2Spellcasting, Subclass Feature221----
3rd+2Subclass Feature232----
4th+2Ability Score Improvement232----
5th+3Extra Attack2442---
6th+3Subclass Feature2442---
7th+3Goblin's Luck2543---
8th+3Ability Score Improvement2543---
9th+4Subclass Feature26432--
10th+4Evasion36432--
11th+4Subclass Feature37433--
12th+4Ability Score Improvement37433--
13th+5-384331-
14th+5Improved Extra Attack484331-
15th+5Subclass Feature494332-
16th+5Ability Score Improvement494332-
17th+6-41043331
18th+6Goblin's Growth Spurt41043331
19th+6Ability Score Improvement41143332
20th+6Goblin King41143332

Class Features#

As a Adventure Goblin you get the following class features.

Hit Points#

Hit Dice: 1d10

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Adventure Goblin level after 1st

Proficiencies#

Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Choose any three from Acrobatics, Athletics, Deception, Insight, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.

Equipment#

You start with the following equipment, in addition to the equipment granted by your background:
  • (a) scale mail or (b) leather armor
  • (a) a shortsword or (b) a simple melee weapon
  • (a) a dungeoneer’s pack or (b) an explorer’s pack

Subclass#

1st-level Adventure Goblin feature.Choose your subclass. You are more than your average goblinoid, and you have the ability to choose your path as a Treasure Goblin or a Dice Goblin. As a Treasure Goblin, you are fast and agile and you have a knack for attracting the attention of enemies in combat. As a Dice Goblin, you are a master of manipulating dice rolls, skewing the odds in your favor.
Choose either Treasure Goblin or Dice Goblin as your subclass.

Spellcasting#

2nd-level Adventure Goblin feature.You gain the ability to cast spells. You are a half-caster, using the Bard spell list with a couple of additions (see the table below). Your spells are fueled by your cunning and trickery, rather than by raw magical power. You can use your spells to manipulate the battlefield, confuse your enemies, and aid your allies.
Additional Spells
In addition to the bard spell list you can learn the following spells once you reach a high enough level in the Adventure Goblin class.
Adventure Goblin LevelSpells
2ndAbsorb Elements (abjuration)
Level: 1
Casting Time: 1 reaction
Concentration: No
Ritual: No

The caster has resistance to the damage received and deals 1d6 extra damage of the same type on his next attack (damage/lvl).

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, Animal Friendship (enchantment)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

A beast with Intelligence 3 or less must succeed on a Wis. save or be charmed (+1 beast/lvl).

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, Expeditious Retreat (transmutation)
Level: 1
Casting Time: 1 bonus action
Concentration: Yes
Ritual: No

The caster can take the Dash action by using a bonus action.

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5thAid (abjuration)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

Up to 3 creatures increase their hp maximum and current hp by 5 (+5 hp/lvl).

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, Alter Self (transmutation)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

Give a new form depending on the chosen option (Aquatic Adaptation, Change Appearance, or Natural Weapons).

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, Spider Climb (transmutation)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target can move along vertical surfaces while leaving its hands free and gains climbing speed.

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9thBlink (transmutation)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

The caster has 50% of chance to switch to the Ethereal Plane, then returns to the space he vanished from on the next turn.

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, Conjure Animals (conjuration)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

Summon from 1 beast of CR 2 to 8 beasts of CR 1/4, friendly (nbr of creatures/lvl).

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, Counterspell (abjuration)
Level: 3
Casting Time: 1 reaction
Concentration: No
Ritual: No

In reaction, fail a spell of 3rd level or lower. Ability check if the spell is 4th level or higher (threshold/lvl).

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13thArcane Eye (divination)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create an invisible eye with darkvision that sends the caster the mental image of what it sees.

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, Banishment (abjuration)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Cha. save or be banished to a harmless demiplane (+1 creature/lvl).

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, Divination (divination)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: Yes

The caster gets a truthful reply to 1 question about an event to occur within 7 days.

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17thCreation (illusion)
Level: 5
Casting Time: 1 minute
Concentration: No
Ritual: No

Create a non-living object made of vegetable matter or mineral and no larger than a 5-ft cube (+5 ft/lvl).

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, Far Step (conjuration)
Level: 5
Casting Time: 1 bonus action
Concentration: Yes
Ritual: No

Teleport the caster up to 60 ft on each round with a bonus action.

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, Passwall (transmutation)
Level: 5
Casting Time: 1 action
Concentration: No
Ritual: No

Open a 5-ft wide, 8-ft tall, 20-ft deep passage through stone, wood or plaster.

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Spell Slots
The Adventure Goblin table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the Bard spell list. The Spells Known column of the Adventure Goblin table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the Bard spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your Adventure Goblin spells, since your magic draws on your own cunning and trickery. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for an Adventure Goblin spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

Ability Score Improvement#

4th-level Adventure Goblin feature.When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack#

5th-level Adventure Goblin feature.You can attack twice, instead of once, whenever you take the Attack action on your turn.

Goblin's Luck#

7th-level Adventure Goblin feature.You can use a reaction to give yourself or an ally within 30 feet of you advantage on any ability check, attack roll or saving throw. You can use this feature a number of times equal to your Charisma modifier, regaining all uses on a long rest

Evasion#

10th-level Adventure Goblin feature.You can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an Ice Storm (evocation)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 20-ft-radius, 40-ft-high cylinder must succeed on a Dex. save or take 2d8 bludgeoning damage and 4d6 cold damage.

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spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Improved Extra Attack#

14th-level Adventure Goblin feature.When you take the attack action on your turn, you can can choose to cast a cantrip instead of making a weapon attack. You can choose to do this for just one or both of your attacks.

Goblin's Growth Spurt#

18th-level Adventure Goblin feature.You have grown tired of being small and have decided to take matters into your own hands. You will yourself large through sheer force of will and stubbornness. You can use your action to increase your size to Large for 1 minute. While you are Large, your reach increases by 5 feet and you gain advantage on Strength checks and saving throws. Additionally, your weapon attacks deal an additional damage. You can use this feature once per long rest

Goblin King#

20th-level Adventure Goblin feature.As a 20th level Adventure Goblin, you have become the ultimate goblin, revered and feared by all. You gain the following benefits:
  • Your Charisma score increases by 4, up to a maximum of 24.
  • You can cast any spell of 8th level or lower, from the Bard spell list without expending a spell slot or material components, once per long rest.

Subclasses#

Treasure Goblin#

Homebrew subclass for Adventure Goblin
Treasure Goblin
Illustration: Midjourney

Treasure Goblins are known for their cunning and their love of all things shiny. With their unique abilities, they can manipulate portals, taunt enemies, and move with incredible speed. They are formidable opponents in battle and are always on the lookout for their next big score.

Bonus Proficiencies#

1st-level Treasure Goblin feature.You gain proficiency with martial weapons and heavy armor.

Dimensional Pocket#

1st-level Treasure Goblin feature.As a Treasure Goblin, you possess a unique ability known as the Dimensional Pocket. This pocket is a restricted dimensional storage accessible exclusively to you. Its storage volume is limited to holding up to 50 pounds of weight, not exceeding a volume of 5 cubic feet. If you die, all the contents of the pocket will appear next to you.
Retrieving an item from the pocket requires an action.

Swift Step#

3rd-level Treasure Goblin feature.Your base walking speed increases by 10 feet.

All eyes on me#

3rd-level Treasure Goblin feature.As a bonus action, you can taunt all enemies within 30 feet of you. All enemies must make wisdom save against you spell save DC. If they fail, they have disadvantage on attacks against creatures other than you until the end of your next turn.

Riftwalker#

6th-level Treasure Goblin feature.You have gained mastery over the manipulation of portals. As an action, you can summon a portal at your current location. This portal can only be used by you. You have two options for its use:
  • Swift Exit: You can step through the portal to instantly teleport to any location within 30 feet of your current position.
  • Temporal Hold: You can choose to remain within the portal until the start of your next turn. Inside the portal is a harmless demiplane. At the start of your next turn, you emerge from the portal at your original location, or in the nearest unoccupied space if that space is occupied.
You can use this feature a number of times equal to your proficiency bonus, regaining all uses on a long rest.

Swifter Step#

9th-level Treasure Goblin feature.Your base speed increases by an additional 10 feet. Additionally, when you take the dash action, you can add your Charisma modifier to your Armor Class until the start of your next turn.

Expanded Dimensional Pocket#

9th-level Treasure Goblin feature.Your dimensional pocket can now hold up to 500 pounds, not exceeding a volume of 64 cubic feet. Additionally, you can now retrieve an item from the pocket using an action or a bonus action.

Treasure Sense#

11th-level Treasure Goblin feature.You can use an action to sense the presence and location of any valuable or magical item within 60 feet of you that is not behind total cover and worth at least 50 gold pieces.

Treasure Hoarder#

15th-level Treasure Goblin feature.You have become a master of attuning to magical items. You can now attune to one additional magical item beyond the normal limit. Additionally, once per day, you can use an action to change one attuned magical item to another magical item that you possess. The new item must be one that you are eligible to attune to.

Dice Goblin#

Homebrew subclass for Adventure Goblin
Dice Goblin
Illustration: Midjourney

Dice Goblins, characterized by their small stature and mischievous demeanor, are elusive creatures driven by their insatiable love for gambling. Their entire existence revolves around the capricious nature of dice rolls, utilizing this unpredictability to gain advantages in both games and combat scenarios.
Known for their cunning nature, Dice Goblins exhibit an unparalleled fascination with dice, perceiving them as both tools and symbols of their connection to fate. Their abilities are intertwined with the manipulation of these dice, allowing them to alter probabilities and twist outcomes in their favor.

Lucky Roll#

1st-level Dice Goblin feature.You have an innate ability to manipulate the outcome of dice rolls. Once per short rest, you can choose to reroll any one die roll you make, including attack rolls, ability checks, and saving throws. You must use the new roll.

Dice Expert#

1st-level Dice Goblin feature.You gain expertise in gaming sets, which includes dice sets. You can add double your proficiency bonus to any ability check you make that uses gaming sets.

Expanded Spell List#

2nd-level Dice Goblin feature.You learn additional spells when you reach certain levels in this class if you don’t already know them, as shown in the table below. These spells don’t count against the number of spells you know.
Adventure Goblin LevelSpells
2ndChoose Bane (enchantment)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: No

Up to 3 targets must succeed on a Cha. save or subtract 1d4 from their attack roll or saving throw (+1 creature/lvl).

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or Bless (enchantment)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: No

Up to 3 targets can add 1d4 to their attack roll or saving throw (+1 creature/lvl).

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5thChoose Augury (divination)
Level: 2
Casting Time: 1 minute
Concentration: No
Ritual: Yes

The caster obtains an omen about the result of an action within the next 30 min (weal, woe, both or nothing).

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or Enhance Ability (transmutation)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target gains advantage on ability checks for one predefined ability, and other bonuses in such cases (+1 creature/lvl).

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9thChoose Bestow Curse (necromancy)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or suffer an effect as a disadvantage to a check or lose an action (duration/lvl).

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or Blink (transmutation)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

The caster has 50% of chance to switch to the Ethereal Plane, then returns to the space he vanished from on the next turn.

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13thChoose Confusion (enchantment)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 10-ft-radius sphere must succeed on a Wis. save or can't take actions normally (+ 5-ft-radius/lvl).

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or Divination (divination)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: Yes

The caster gets a truthful reply to 1 question about an event to occur within 7 days.

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17thChoose Modify Memory (enchantment)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or be charmed and its memory altered (seniority of memories/lvl).

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or Skill Empowerment (transmutation)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target doubles its proficiency bonus for one skill.

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Gambler’s Cunning#

3rd-level Dice Goblin feature.You can choose to gain proficiency in any two skills of your choice. Alternatively, you can choose to double your proficiency bonus for one skill you are already proficient in.

Loaded Dice#

6th-level Dice Goblin feature.You can alter the outcome of a die roll by expending a spell slot. When you make a roll, you can choose to add or subtract a number from the result equal to the level of the spell slot you expended.

Twist of Fate#

9th-level Dice Goblin feature.At the end of a long rest roll a d20. Once per day, you can choose to replace any one die roll made by you or a creature you can see within 30 feet of you with this roll. You can choose to use this feature after die is rolled, but before the outcome is determined.

High Roller#

11th-level Dice Goblin feature.Whenever you roll a 20 on an attack roll with a weapon or spell, you can choose to deal maximum damage with your attack.

Lucky Streak#

15th-level Dice Goblin feature.You can channel a force of pure luck and gain a significant power boost for 1 minute. Once per long rest, you can activate this feature as a bonus action. For the duration, you gain the following benefits:
  • You can ignore the effects of disadvantage on any roll you make.
  • Whenever you roll a 1-6 on a d20, you can treat the roll as a 6.
  • Whenever you roll a 1-5 on a d10 or d12, you can treat the roll as a 5.
  • Whenever you roll a 1-4 on a d6 or d8, you can treat the roll as a 4.
  • Whenever you roll a 1-3 on a d4, you can treat the roll as a 3.
Tags:bardreactionextra attackdexteritycharismaacrobaticsathleticsdeceptioninsightperceptionperformancesleight of handstealthproficiencyspells

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