You are a small, wizened, clever faerie creature, generally preferring darkness to light and chaos to law. Every day is better if you can pull a prank on someone, and it’s a really good day if your jest ends with a nice spurt of blood. As one of the fairy races, magic flows through your veins; spinning minor magics is like breathing.
Goblins live almost as long as elves do, and the two are distantly related – but don’t mention this to an elf unless you have a sword handy. Goblins tend to live in underground warrens, although they can sometimes be found in the less reputable neighborhoods of large human settlements. Here they typically make themselves useful as household servants or assisting in various trades, particularly shoemaking. In either locale, Goblins tend to favor darkness and jumbled collections of interesting oddments, gold bits, and shiny baubles as decorations in their cramped and chaotic dwellings. Goblins long ago decided that they were tired of getting the worst end of any bargain with magical entities, and so Goblins will never take a patron, regardless of class.
Goblins who take up adventuring can choose to either become Hobgoblins, combining sneakiness, spellcasting, and knife-work with a truly twisted sense of humor; or Godbotherers, shaman-priests invoking the Goblin chaos gods to benight the enemies of Goblinkind.
The following are attributes of all Goblins, regardless of profession:
Keen Senses: Goblins have extremely good hearing and an above-average sense of smell. Goblins can smell magic in the same way that Dwarves can smell gold, and are only ever surprised on a roll of 1.
Darkvision: Goblins can see in the dark better than they can see in normal light. Goblins treat complete darkness as normal light, and treat lighted conditions as darkness.
Small Size: Goblins are between 2 and 3 feet in height, although they are inexplicably heavy (80 – 90 pounds). Like Halflings, they are able to easily climb through small spaces, and they are quite at home in tunnels.
Languages: At first level, regardless of occupation, a Goblin knows Common and the language of Goblins, known as Gibberish. They know one additional language for every point of Int modifier. Additional languages are randomly determined as specified in Appendix L (DCC rulebook page 441), per the Thief column.
Innate Magic: As one of the Faerie Peoples, Goblins are innately magical. At 1st level, Goblins can generate one effect at will as per the 1st level Wizard spell Cantrip.
- Roll 1d6 for the effect the Goblin is able to invoke:
- 1-2: simple visual effect
- 3-4: as above or simple auditory effect
- 5-6: as above or simple kinetic effect
This magical effect is the same every time, does not require a spell check, and its DC is equal to the Goblin’s INT modifier added to the Goblin’s level.
At 4th level, a Goblin may either roll twice more on the above table (for a total of 3 minor effects) or may choose one of the following first level spells to cast once per day as an innate ability: Choking Cloud, Color Spray, Feather Fall, Mending, Rope Work, Spider Climb, Ventriloquism. A spell check must be made for each casting with an effective caster level of (the Goblin’s level – 3 + Personality modifier), but the Goblin never suffers corruption from using this ability. The spell can still fail and be lost for the day, however. The DC of these spells is equal to (the Gobllin’s level – 3 + Personality modifier.)
At 8th level, a Goblin may either choose another spell from the list above or may choose one of the following second level spalls to cast once per day as an innate ability: ESP, Invisibility, Magic Mouth, Mirror Image, Phantasm, Scare, Shatter, Spider Web. A spell check must be made for each casting with an effective caster level of (the Goblin’s level – 7 + Personality modifier), but the Goblin never suffers corruption from using this ability. The spell can still fail and be lost for the day, however. The DC of these spells is equal to (the Goblin’s level – 7 + Personality modifier.)
Vulerabilities: Like all fairy creatures, Goblins are extremely sensitive to the touch of iron, and they have the same vulnerability to it as Elves. Goblins are also extremely sensitive to bright light, and suffer a -2 penalty to all rolls during daylight hours if outside. Being innately magical, Goblins are subject to anything that can effect magical creatures (Detect Magic, etc.).