Born of chaos and steeped in dark dealings, the Goblin Warlock is a cunning trickster who has forged a pact with an otherworldly entity.
The Goblin Warlock possesses a mind as sharp as a dagger. They are cunning strategists, using their magical powers to manipulate their foes and turn the tides of battle in their favor.
If you cross paths with a Goblin Warlock, be prepared for a rollercoaster ride of unpredictable magic and uncalled-for mischief.
Contents
Creating a Goblin Warlock
Goblins
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.
Goblin Subraces
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.
Warlock Class Features
Hit Points
Hit Dice | 1d8 per Warlock level |
HP at level 1 | 8 + Constitution modifier |
HP at Higher levels | 1d8 (or 5) + Constitution modifier per Warlock level after level 1 |
Proficiencies
Armor | Light armor |
Weapons | Simple weapons |
Tools | None |
Saving Throws | Wisdom, Charisma |
Skills | Choose two – Arcane, Deception, History, Intimidation, Investigation, Nature, and Religion |
Warlock Otherworldly Bargain
As you start the game at level 1, you choose between 9 otherworldly beings to strike a deal with.
Archfey – Your patron is a lady or lord belonging to the fey, a mere legend who holds secrets that were forgotten at the birth of the mortal races.
This being is quite unpredictable, at times striving for greater magical power and at others trying to settle age-old grudges.
Celestial – Your patron is a very powerful being of the Upper Planes. You bound yourself to a ki-rin, solar, or empyrean residing in the planes of everlasting bliss, allowing you to experience a mere touch from their holy light.
Being connected to such a being is enough to change your beliefs and alter your behavior.
Fathomless – Your pact is with a being of the Elemental place of Water or some other otherworldly sea, allowing you to draw on its unending power.
The reason for their acceptance isn’t clearly understood, as these beings are very old and hold many reasons unfathomable by mere mortals.
Fiend – Your pact is with a fiend from the lower planes, whose aims are outwardly evil, desiring to corrupt and destroy all things, including you.
Genie – Your pact is with a noble genie who rules fiefs on the Elemental Planes and holds great influence over other genies. Their motivations are different, but many are arrogant and wield a power equal to that of lesser deities.
Great Old One – Your patron is an entity of complete mystery, foreign to all fabric of reality. Speculations are that it might’ve come from the Far Realm, a space lying beyond reality. Others even say it could be one of the elder gods who are only known in legends.
The motives of this creature are incomprehensible to mortals, and their knowledge is so immense that it would break the mind of those who obtained it. This entity is probably completely unaware of you, yet the small amount of power you draw from it allows you to cast your spells.
Hexblade – Your pact is with a mysterious entity residing in the Shadowfell, manifesting itself as sentient weapons forged with the shadows of its environment.
The sword Blackrazor is one of the most formidable of these weapons.
Undead – The pact you’ve formed is with an immortal being, defying the cycle of life and death to pursue its inscrutable ambitions.
Most of these beings were once mortal, knowing firsthand the ambitions of all mortals. They are eager to share knowledge and secrets if you work their will among mortals.
Undying – Your patron doesn’t fear death, possessing the secrets to everlasting life. They were once mortal, and they are eager to share their secrets of the ages if you do their bidding.
Combining Warlock With Goblin
Determining Your Warlock 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.
Class | Role |
The Archfey | Controller/Utility Caster |
The Celestial | Blaster/Controller/Healer |
The Fathomless | Blaster/Controller/Striker |
The Fiend | Blaster/Controller/Support |
The Genie | Blaster/Controller/Striker/Support |
The Great Old One | Blaster/Controller/Striker/Support/Utility Caster |
The Hexblade | Blaster/Striker/Support |
The Undead | Controller/Support/Utility Caster |
The Undying | Blaster/Controller/Support/Utility Caster |
Optimal Goblin Subrace
Goblins receive a bonus to both their Dexterity (2) and Constitution (1) scores, making them less efficient spellcasters but more efficient in direct combat.
If you’re making a traditional Warlock, you’ll probably want to become a Dankwood Goblin, as they have increased Wisdom (1).
You’ll also gain a bonus to your Dexterity (2), but that means you can choose to be both a spellcaster and a melee warrior if you want to.
Your Goblin Warlock Background
Your Goblin Warlock 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 Warlock 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 Warlocks are savage and gruesome beings, using their magic to achieve all kinds of feats they wouldn’t be able to achieve without it.
While some are more good-hearted, you should tread wisely in the presence of a Goblin Warlock, even if they might seem friendly.
Goblin Warlock Examples:
- If you need me to do something for you, tell me I can’t do it.
- Nobody can stay angry at me or around me for long since I can defuse any amount of tension.
Ideals, Bonds, and Flaws
Ideal – Express one ideal that is a driving force in a Goblin Warlock’s life – their conviction, ethical principle, and moral standing (probably something about nature).
The ancient traditions of worship and sacrifice must be preserved and upheld.
Bonds – Think of a single bond that your Goblin Warlock 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 will face any challenge on my path to win the approval of my family.
Flaws – Choose a single flaw for a Goblin Warlock- their unhealthy compulsion, greatest fear/weakness, or most vile vice.
I’m never satisfied with what I have currently – I always want more.
Inspiration
Inspiration can be used by the DM to reward you for playing according to your bond, personality traits, ideals, and flaw.
As a Goblin Warlock, whenever you see something magical, you investigate it and share it with the linked Otherworldly Being.
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 Warlocks
Warlocks 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) One light crossbow with 20 bolts or (b) Any simple weapon you choose
- (a) Component pouch or (b) An arcane focus
- Scholar’s pack or (b) Dungeoneer’s pack
- Leather armor, any simple weapons, and two daggers
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 (4d4 x 10 GP for Warlocks).
Final Thoughts
Even though Goblin Warlocks aren’t found too often doesn’t mean they are underpowered. In fact, they can make some great Blasters or Controllers.
If you’re party ever comes across a magical Goblin spewing something about being a Warlock, you should take him seriously.
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