The Goblin Fighter is a curious blend of mischief and mayhem wrapped in a pint-sized package!
Goblin Fighters have the uncanny ability to turn chaos into calculated chaos as they dance across the battlefield with nimble grace, their spindly legs carrying them effortlessly through danger.
While other warriors rely on brute strength and imposing armor, the Goblin Fighter embraces their natural agility, slipping through the enemy lines like a shadow, nimbly dodging sword blows, and casting mocking glances at their frustrated adversaries.
Of course, let’s not forget their infectious sense of humor. Even in the midst of battle, the Goblin Fighter can’t resist a well-timed quip or a cheeky grin.
They may be pint-sized, but their spirit is immeasurable, and their laughter echoes through the halls of adventure like the tinkling of stolen gold.
Creating a Goblin Fighter
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.
|Skin||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|
|Eyes||Red or yellow in color|
|Nose||Bulbous noses of many sizes|
|Mouth||Sharp rotten teeth|
|Hands||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.
Fighter Class Features
|Hit Dice||1d10 per Fighter level|
|HP at level 1||10 + Constitution modifier|
|HP at Higher levels||1d10 (or 6) + Constitution modifier per Fighter level after level 1|
|Armor||All armor, Shields|
|Weapons||Simple weapons, Martial weapons|
|Saving Throws||Strength, Constitution|
|Skills||Choose two – Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival|
When you’ve reached level 3, you’ll get to choose from 10 different Fighter archetypes. All of them have different playstyles, so you’ll have to choose the most interesting one or the one that best fits your character.
Arcane Archer – Arcane Archers use an elven archery method, infusing magic into their attacks.
They are capable of great patience, using their magical arrows to destroy enemies before they have a chance to attack.
Banneret – Bannerets inspire greatness in other companions through their skillful fighting tactics and unmatched attacks.
They often lead attacks, urging all those who follow them to strike with conviction and be filled with his courage.
Battle Master – Battle Masters use martial techniques to win battles, seeing combat as an academic field and being experienced with weaponsmithing or calligraphy as well. They possess great knowledge and skills used to overcome any enemy.
Cavalier – Cavaliers are mounted warriors prone to leading cavalry charges. They have excellent guarding capabilities and serve as great protectors. Cavaliers often become adventurers to earn prestige and make their mark on the world.
Champion – Champions are focused on one thing, raw physical power honed to destructive perfection, training nonstop until they reach an unmatched physical strike.
Echo Knight – Echo Knights are feared for their deadly echo, using it to cut down enemies before they realize what’s happening. Facing an Echo Knight feels like you’re fighting a swarm of shadows.
Eldritch Knight – Eldritch Knights have mastered common fighting and combine it with magical techniques often used by wizards.
These knights focus on the Abjuration and Evocation schools of magic, which provide them with unbreakable protection and insane damage capabilities.
Psi Warrior – Psi Warriors use psionic powers to strengthen themselves, infuse their weapons, and breach mental barriers.
You wield the power of magic and mind, dedicating yourself to learning its secrets and turning your body into both weapon and shield.
Rune Knight – Rune Knights use the powers of runes once used by giants to empower their equipment, giving them powerful benefits like improved magical skills, greater damage, or increased protection.
Samurai – Samurais are created through grudges, using their fighting spirit to overcome enemies and hardening their resolve to become unbreakable. Enemies facing a Samurai often only have two choices – yield or die in combat.
Combining Class With Race
Determining Your 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.
|Eldritch Knight||Blaster or Controller or Striker or Support or Utility Caster|
|Rune Knight||Defender or Face or Striker|
Standard Goblins have bonuses to their Dexterity (2) and Constitution (1) but their subrace, the Dankwood Goblin, has a bonus to its Wisdom (1) instead.
If you want to become a Fighter as a Goblin, you should definitely choose the normal Goblin above the Dankwood Goblin, and that’s all because of its Fury of the Small (extra damage to foes larger than them) feature.
As a Fighter, you’ll be dealing quite a bit of damage, especially if you adopt a subclass like the Samurai or Psi Warrior. That means if you fight large enemies, which is a given as you progress, you’ll deal an insane amount of damage because of Fury of the Small.
Your Goblin Fighter 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 Fighter 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
(Short outline of characteristics; are they proud, violent, or angry, and how does their class affect their personality).
Goblin Fighter Examples:
- If you need me to do something for you, tell me I can’t do it.
- I’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
Ideals, Bonds, and Flaws
Ideal – Express one ideal that is a driving force in a Goblin Fighter’s life – their conviction, ethical principle, and moral standing.
If we all do the work, we will share the rewards.
Bonds – Think of a single bond that your Goblin Fighter 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.
My weapons are symbols of my past life, and I carry them so that I will never forget my roots.
Flaws – Choose a single flaw for a Goblin Fighter – their unhealthy compulsion, greatest fear/weakness, or most vile vice.
Violence is often my answer to almost any challenge I face.
Inspiration can be used by the DM to reward you for playing according to your bond, personality traits, ideals, and flaw.
If I feel threatened, I give over to violence or intimidation, even if it’ll get my party in trouble. I iz Gobbo avverall, das jus how we iz!
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
Fighters 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) Chain mail, or (b) Leather, longbow, and 20 arrows
- (a) A shield and martial weapon or (b) Two martial weapons
- (a) Light crossbow with 20 bolts or (b) Two handaxes
- (a) Dungeoneer’s pack or (b) Explorer’s pack
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 Fighters).
Goblins becoming Fighters isn’t unheard of, as many Goblins decide to pick up fighting and become Fighters because it’s easier to understand. Remember, Goblins can be quite stupid if they want to.
Even though the stats Goblins have don’t suit Fighters too well, their features, especially the Fury of the Small, give them a huge advantage throughout the whole game.
So even if Goblins Fighters seem small, stupid, and quite funny at times. They can really do some damage, especially in one-on-one combat.
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