Unlike their sneaky, treasure-hoarding brethren, the Goblin Cleric embodies contradiction. They possess an innate affinity for mischief, yet their heart beats with a divine purpose.
Imagine a diminutive goblin clad in tattered, mismatched robes that seem to have been borrowed from a well-meaning yet sartorially challenged wizard. Their staff, adorned with odd trinkets collected from forgotten corners of the world, glows with a faint divine light.
So, if you ever stumble upon a Goblin Cleric during your daring adventures, do not dismiss them as mere jesters of the divine. Embrace the chaos and the miracles that follow, for their mischievous ways might just lead you to unforeseen triumphs.
Creating a Goblin Cleric
Goblins are found throughout the entire world, often living in caves, abandoned mines, and destroyed villages – some even build villages.
The Goblins occupy an uneasy position in the world, as they are very instinctive and tribal, lashing out at any creature they think they are strong enough to bully.
Even though they might seem unintelligent, they can be cunning on the battlefield, being exceptionally cruel in their victories and becoming servile in their defeats.
Thus, they often become the servants of powerful evil entities or join the ranks of Orcs.
|Leathery skin in shades of Red, orange, yellow, and the occasional green
Note: Most tribes share the same skin color because of their strong familial link
|Hair (Including their Beard)
|Goblins either have short black hair or no hair
|Red or yellow in color
|Bulbous noses of many sizes
|Sharp rotten teeth
|Sharp black nails
Note: The nails aren’t sharp enough to be used in combat
Note: These features can be slightly changed or modified if some variations don’t fit your character.
Goblins have 1 other subrace outside of the Plane Shift expansion.
Dankwood Goblin – Dankwood Goblins are very similar to normal Goblins; however, they are much more artistic and gentle.
Most Dankwood Goblins prefer living in peace among their furry friends of the forest, whom they have a magical bond with. They are also quite fast, very nimble, and eager explorers, making them excellent adventurers.
Cleric Class Features
|1d8 per Cleric level
|HP at level 1
|8 + Constitution modifier
|HP at Higher levels
|1d8 (or 5) + Constitution modifier per Cleric level after level 1
|Light armor, Medium armor, Shields
|All simple weapons
|Choose two – History, Insight, Medicine, Persuasion, and Religion
Cleric Divine Domains
When you start the game (level 1), you choose between 14 Divine Domains, which are shaped by your chosen Deity, granting you gifts, domain spells, and other features.
Your Divine Domain also provides additional uses for your Channel Divinity.
Arcana – Clerics under the Arcana Domain are exposed to the secrets and potential of magic that their gods understand deeply.
The gods of this domain are closely associated with knowledge. Within the realms, deities like Azuth and Mystra are included, while in other worlds, figures like Vecna and the Lunitari are associated with this domain.
Death – Clerics under the Death Domain learn about the forces that initiate death as well as the negative energy that allows undead creatures to rise.
Deities such as Chemosh and Myrkul, as well as other gods like Bhaal or Hades, all embody the Death Domain.
Forge – Clerics under the Forge Domain are taught that with patience and hard work, even the hardest metals can be transformed into beautiful objects.
These Clerics often search for lost forces of darkness, uncover wondrous materials, and liberate mines overrun by ferocious orcs.
Deities of this domain include Gond, Reorx, and Moradin.
Grave – Clerics under the Grave Domain seek to destroy undead wherever they are found, ease the suffering of poor innocent creatures, and put restless spirits to rest.
These Clerics can ever save a creature from death or extend a creature’s lifespan beyond its mortal limits, though most don’t dare use such magic.
Knowledge – Clerics under the Knowledge Domain collect old tomes, delve into secret places, study esoteric lore, and learn all that they can.
Life – Clerics under the Life Domain focus on positive energy, learning spells to heal the sick and wounded, driving off the forces of undeath and death, as well as caring for those in need.
Light – Clerics under the Light Domain are seen as enlightened souls filled with the radiance and the strength of their god, destined to burn away the darkness and chase away lies.
Nature – Clerics in the Nature Domain are seen as champions who advance the interests of particular nature gods. These Clerics have a duty to bless harvests, wither the crops of those who anger the gods or fell evil monsters who despoil the forest.
Gods of nature include Silvanus, Chislev, and Balinor. There are many Druids who also serve these gods and work with Clerics to complete similar tasks.
Order – Clerics of the Order Domain understand justice and logic, serving their gods as examples of their discipline and devotion.
Peace – Clerics under the Peace Domain must oversee the signing of treaties and are often asked to settle disputes. They believe peace thrives at the heart of a healthy community and perform blessings to draw people together.
Tempest – Clerics of the Tempest Domain are sent by their deities to create fear among the common folk, doing this to keep them on the path of righteousness and also encouraging sacrifices to ward off divine wrath.
Trickery – Clerics following the Trickery Domain are seen as a disruptive force in the world – freeing captives, stealing from the rich, flouting hollow traditions, puncturing pride, and mocking tyrants, preferring subterfuge or deception to go about these deeds.
Twilight – Clerics under the Twilight Domain bring comfort to those who seek rest, protecting them by venturing into the infringing darkness to ensure that the dark is a comfort – not a terror.
War – Clerics following the War Domain excel in battle, inspiring their comrades to fight or using acts of violence to increase their morale and lust for battle.
Combining Cleric With Goblin
Determining Your Cleric Subclass
Choosing your ideal subclass is subjective, but if your objective is optimization, try understanding what your character wants to do and what stats fit best with their subclass.
Optimal Goblin Subrace
You’ll get to choose from either a standard Goblin or a Dankwood Goblin, which aren’t very different, but because you’re making a Goblin Cleric, the Dankwood Goblin will work best.
Dankwood Goblins receive a bonus to their Wisdom (1) score. Their personality and demeanor are also much better than that of ordinary Goblins.
Your Goblin Cleric Background
Your Goblin Cleric needs a unique background that will affect its choices, as well as the way it sees the world and what it wants to achieve.
Start by asking yourself some basic questions: Where were they born, and where did they come from? Do they have any goals, bonds, or ideals, and what are their flaws? Where do they belong in social circles and society as a whole? What inspires them?
Place of Birth
Think of the environment a Goblin Cleric grew up in and how it affected them physically and emotionally and eventually shaped their view of the world.
Try to make their place of birth and upbringing correspond with their personality traits, ideals, bonds, and flaws – this will truly bring their character alive.
Note: The birthplaces of races are usually mentioned in the Player’s Handbook or some of its expansion books.
Characteristics and Personality Traits
Goblin Clerics are exceptionally rare, as they go against everything normal Goblins live for.
These creatures are kind-hearted and pious, never leaving others to suffer, a complete 360 of ordinary Goblins.
Goblin Cleric Examples:
- I see omens in every action and event. If the gods try to speak to us, we just need to listen.
- Nothing can shake my optimistic attitude.
Ideals, Bonds, and Flaws
Ideal – Express one ideal that is a driving force in a Goblin Cleric’s life – their conviction, ethical principle, and moral standing (probably something about nature).
I trust my deity and that he will guide my actions. I have faith that if I put in the work, things will go well.
Bonds – Think of a single bond that your Goblin Cleric has to an event, person, or place. Bonds will tie them to their background and can inspire bravery or stimulate memories driving them against their ideals.
I owe everything I have to the priest who took me in when my parents perished.
Flaws – Choose a single flaw for a Goblin Cleric – their unhealthy compulsion, greatest fear/weakness, or most vile vice.
At times my piety leads me to blindly trust those who profess faith in my god.
Inspiration can be used by the DM to reward you for playing according to your bond, personality traits, ideals, and flaw.
As a Goblin Cleric, people often give you strange looks, but you do your best to stay optimistic and positive in any situation.
Note: If you’re struggling to create your background or just don’t want to think, the Player’s Handbook has well-thought-through backgrounds that you can use for your character or use as a mold.
Supplies and Gear For Goblin Clerics
Clerics start with the following equipment, together with the equipment from their background. Choosing equipment based on your situation and your character’s proficiencies is the easiest way to go about things.
- (a) Mace or (b) Warhammer (if proficient)
- (a) Scale mail, (b) Leather armor, or (c) Chain mail (if proficient)
- (a) One light crossbow and 20 bolts or (b) Any simple weapon
- A holy symbol and a shield
You can decide how your character came about these goods – whether they stole, inherited, or purchased them some time back – adding to your character’s background.
Note: By using your starting wealth, you can buy your own equipment (5d4 x 10 GP for Clerics).
Goblin Clerics are different from other Goblins, making exceptional Healers and Supports for a party who’s willing to take them along.
If you ever meet one while on the road, try talking to it. Maybe it’ll give you a blessing or even join your party if you’re lucky.
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