Sacred Oath - Oath of the Goblin Paragon

Many goblins are just okay at being a goblin. Some goblins are even good at being a goblin (these are sometimes goblin chiefs or shaman), but a goblin paragon is the best at being a goblin. They're so good at being a goblin that they can make other goblins and even other non-goblins better at being goblins. Dangerous indeed is a goblin horde with a paragon, but also just as dangerous is an adventuring party with a goblin paragon, because inevitably the adventurers will start acting a bit like goblins, and then everything gets a bit confusing and scary.

Tenets of the Goblin Paragon

Goblin Paragons are inherently a little bit chaotic, but that doesn't stop them from all being chaotic in the exact same way.


Mayhem: Goblins never do as they're told and never tell as they do. A goblin paragon always wants to cause a bit of chaos.


Pride: Paragons are proud of being a goblin and being a goblin means being proud. Never let anyone talk you down for being a gob!


Sneakery and Secrecy: Goblins collect things all over, but most important to collect are secrets. A Paragon can never have enough secrets. Especially since they keep sharing them.

Oath Spells

You gain Oath Spells at the Paladin levels listed. In addition to always having these spells prepared, you may cast each of them once per long rest without expending a spell slot once you have reached the appropriate level.

Level Spells
3rd Expeditious Retreat, Grease
5th Pass Without Trace, Spike Growth
9th Enemies Abound, Nondetection
13th Confusion, Giant Insect
17th Insect Plague, Mislead

Verminfriend

At 3rd level you gain proficiency with the Animal Handling skill, and learn how to communicate basic concepts with Small (or smaller) beasts such as rats and squirrels.

Channel Divinity

When you take this oath at 3rd Level, you gain the following Channel Divinity options:

Swarm 'Tactics': As an action you can invoke your oath of chaotic action. All friendly creatures (including yourself) you choose within 30ft may immediately make one weapon attack at no action requirement.


Run Run Run Away: As a bonus action you can invoke your channel divinity. Friendly creatures within a 30ft radius gain the ability to use the goblin Nimble Escape feature. You, and any other creatures that already had this feature, gain the effect of the Dodge action whenever you take the Hide or Disengage actions. This lasts for 1d4+1 rounds.

Aura of Nimbleness

At 7th level you project a 10ft aura of goblininess around you. Friendly creatures within the aura have advantage on dexterity ability checks and saving throws.

At 18th level the aura's range increases to 30'.

Sneaky Side Stab

From 7th level if you take the attack action on your turn and then use your Nimble Escape feature, you can make a Two Weapon Fighting attack as part of the same bonus action.

Sneaky Evasion

From 15th level when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

In addition, whenever you succeed on a dexterity saving throw, you regain a use of Fury of the Small.

Righteous Fury of the Small

From 20th level your fury is not just in your goblininess but also your paladininess. When attacking a creature that is larger than you, the damage dice of your Divine Smite, Improved Divine Smite, and Smite Spells are changed to d12s.

Goblin 'Juice'

A 20th level goblin paragon is well used to experiencing goblin "concoctions". You gain resistance to poison damage, immunity to the poisoned conditions, and whenever you use your Nimble Escape feature you can also poison a weapon as part of the same bonus action.