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Dice Goblin

Homebrew Adventure Goblin subclass for D&D 5e


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).

View on dndbeyond.com
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).

View on dndbeyond.com
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).

View on dndbeyond.com
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).

View on dndbeyond.com
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).

View on dndbeyond.com
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.

View on dndbeyond.com
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).

View on dndbeyond.com
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.

View on dndbeyond.com
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).

View on dndbeyond.com
or Skill Empowerment (transmutation)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target doubles its proficiency bonus for one skill.

View on dndbeyond.com

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.
Illustration: Midjourney
background image

Dice Goblin

Homebrew Adventure Goblin subclass for D&D 5e


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).

View on dndbeyond.com
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).

View on dndbeyond.com
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).

View on dndbeyond.com
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).

View on dndbeyond.com
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).

View on dndbeyond.com
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.

View on dndbeyond.com
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).

View on dndbeyond.com
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.

View on dndbeyond.com
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).

View on dndbeyond.com
or Skill Empowerment (transmutation)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target doubles its proficiency bonus for one skill.

View on dndbeyond.com

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.

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