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Goblin Wizard 5e D&D Guide

Goblin Wizard 5e D&D Guide

Goblins aren’t renowned for their intellectual prowess, but this peculiar wizard defies expectations. Through some twist of fate – or perhaps an accidental dip in a magical cauldron – this goblin gained an affinity for the arcane arts.

You see, the Goblin Wizard possesses an innate connection to the chaotic nature of magic. It channels this raw energy through its staff, which doubles as a walking stick when the goblin’s short legs need some support.

So, should you encounter a Goblin Wizard on your adventures, be prepared for an enchanting and delightfully unpredictable encounter.

Creating a Goblin Wizard

Goblin

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.

SkinLeathery 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
EyesRed or yellow in color
NoseBulbous noses of many sizes
MouthSharp rotten teeth
HandsSharp 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.

Wizard Class Features

Hit Points

Hit Dice1d6 per Wizard level
HP at level 16 + Constitution modifier
HP at Higher levels1d6 (or 4) Constitution modifier per Wizard level after level 1

Proficiencies

ArmorNone
WeaponsDaggers, Darts, Slings, Quarterstaffs, Light crossbows
ToolsNone
Saving ThrowsIntelligence, Wisdom
SkillsChoose two – Arcana, History, Insight, Investigation, Medicine, and Religion

Wizard Arcane Traditions

Upon reaching level 2 as a Wizard, you can choose between 13 different Arcane Traditions you can adopt, each shaping your practice of magic through one of the schools.

Abjuration – Wizards who adopt the School of Abjuration will have their magic emphasize banishes, blocks, and protects. 

Detractors have controversial takes on this tradition, stating that its focus is on negative negation rather than positive assertion.

Most spellcasters understand this to be a lie, mere verbal debauchery to please the hearts of the lazy and undisciplined.

Bladesinging – Adopting the Bladesinging tradition incorporates a dance of swords into your wizardry and was originally created by Elves.

A bladesinger is taught to use elegant maneuvers to protect himself from attacks, allowing him to channel magic into cunning defense or devastating attacks. 

Those who have observed bladesingers at work recall the display as one of the most beautiful experiences in their life.

Chronurgy – Wizards who adopt Chronurgy magic focus on time manipulation, altering reality to their liking.

Chronurgy Wizards use increasing anticipatory dunamis energy to bend the flow of time, granting their allies an advantage in mere milliseconds.

Conjuration – Wizards following the School of Conjuration focus on spells that produce creatures, effects, and objects out of nowhere.

They can summon growing clouds of damaging fog or summon creatures from a different realm to assist their allies. Masters of Conjuration can even teleport themselves to other planes of existence instantaneously.

Divination – Wizards adopting the School of Divination strive to uncover the veils of consciousness, time, and space. These Wizards master spells that provide them with enlightenment, foresight, remote viewing, and supernatural knowledge.

Divination Wizards are often hired by commoners and even royals, as many people seek a clearer understanding of their past, present, and future.

Enchantment – Wizards belonging to the School of Enchantment aim to master magic that charms and entrances people and monsters.

These enchanters are contrasted with becoming peacemakers who beguile violent creatures to put down their arms or tyrants who bind the unwilling to serve them for eternity. Most enchanters will fall somewhere in between.

Evocation – Adopting the School of Evocation allows a Wizard to study magic that creates powerful elemental effects like burning acid, bitter cold, cracking lightning, rolling thunder, and searing flame.

Evokers can find employment in military forces where they serve as magical artillery to blast enemies from far away. Others use their evocations to protect the weakest of society, and some even become adventurers, tyrants, or bandits.

Graviturgy – Graviturgy Wizards aim to understand and learn spells that drive bodies of matter apart and draw them together, learning to manipulate and bend gravity’s violent energy to their benefit or the destruction of their enemies.

Illusion – Wizards belonging to the School of Illusion focus their studies on magic that confuses the mind, confuses the senses, and tricks even the most brilliant minds.

Their magic is subtle, but these keen illusions can make even the most absurd things seem real. 

There are even illusionists – like gnome wizards – who are clever tricksters and entertainers. Unfortunately, others misuse their power to become masters of deception. Frightening and fooling those who cannot see through their sham.

Necromancy – Necromancy Wizards explore the cosmic forces of death, life, and undeath, learning to manipulate the energies that animate all living things.

Those who progress in this tradition learn to sap the life force from creatures, destroying their bodies and using their life essence as magical power.

Necromancers aren’t necessarily evil. However, many of their practices are considered taboo by certain societies.

Order of Scribes – Wizards belonging to the Order of Scribes are the very essence of Wizardry, primarily focused on recording magical discoveries for all Wizards to use and even magically altering their book and turning it into a trusted companion.

The Order of Scribes is described as the most literary tradition, even among Wizards who are known for studying magic intensively and never stopping, even after becoming masters. Most Wizards don’t even travel without having their books or scrolls handy.

Transmutation – Transmutation Wizards use spells that modify matter and energy, delighting in being an agent of change. Their spells allow them to alter both mental qualities and physical forms.

Transmuters are sometimes prankers or tinkerers who turn people into toads or transform copper into silver, while others take studying very seriously, wanting the power to create and destroy worlds.

War Magic – Wizards who embrace War Magic use the principles of abjuration and evocation, which teaches them how to empower their spells and bolster their defense.

Those who follow this tradition are called War Mages, and they use their magic to deal devastating blows and block any counterattacks with their increased defenses.

War Mages usually work with Evokers and Abjurers, often being teased by Evokers because of their split attention.

Combining Wizard With Goblin

Determining Your Wizard 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.

ClassRole
School of AbjurationController/Support
BladesingingStriker
Chronurgy MagicController/Support/Utility Caster
School of ConjurationController/Defender/Utility Caster
School of DivinationSupport/Utility Caster
School of EnchantmentController/Defender/Support
School of EvocationBlaster/Striker
Graviturgy MagicBlaster/Controller/Support
School of IllusionController/Face/Support/Utility Caster
School of NecromancyBlaster/Controller/Healer/Support
Order of ScribesLibrarian/Support/Utility Caster
School of TransmutationController/Defender/Support/Utility Caster
War MagicBlaster/Defender/Striker

Optimal Goblin Subrace

Unfortunately, Goblins aren’t known for their Intelligence, but if you decide on playing a Goblin Wizard, you’ll probably want to play as a Dankwood Goblin rather than an ordinary Goblin.

The main reason for choosing a Dankwood Goblin is because of the Wisdom (1) bonus it receives, which Wizards have proficiency in.

Dankwood Goblins are also slightly more intelligent than ordinary Goblins, making it easier to explain how a Goblin became a studious Wizard and master of the arcane arts.

Your Goblin Wizard Background

Your Goblin Wizard 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 Wizard 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 Wizards are basically unheard of in many worlds because of the grueling studies Wizards have to endure to become so powerful.

However, there have been Goblins who have become Wizards, and they are just as powerful as other spellcasters.

Goblin Wizard Examples:

  • I’ll settle for nothing less than perfection.
  • I judge people based solely on their actions, not their words.

Ideals, Bonds, and Flaws

Ideal – Express one ideal that is a driving force in a Goblin Wizard’s life – their conviction, ethical principle, and moral standing (probably something about nature).

All people deserve to be handled with respect and dignity.

Bonds – Think of a single bond that your Goblin Wizard 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.

Someone I loved dearly died because of a stupid mistake I made. That will never happen again.

Flaws – Choose a single flaw for a Goblin Wizard – their unhealthy compulsion, greatest fear/weakness, or most vile vice.

I have a ‘tell’ that reveals when I’m lying.

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 Wizard, I cannot resist any magical knowledge brought before me. If it’s in front of me, I need to read and understand it.

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 Wizards

Wizards 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) Quarterstaff or (b) Dagger
  • (a) Component pouch or (b) An arcane focus
  • (a) Scholar’s pack or (b) Explorer’s pack
  • A spellbook

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 Wizards).

Final Thoughts

Goblin Wizards aren’t easy to come by, but those that can be recruited will make excellent spellcasters, as they have excessive magical knowledge.

You might find them wandering from Goblin nests or trying to better themselves in distant Wizarding guilds. So if you find one, try getting to know it – maybe it’ll even find your gesture so kind that it joins your party.

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