Key Takeaways
- Understand the unique blend of Marshal, Stonedeath Assassin, and Warchief classes that make the Goblin Chief build.
- Learn how to leverage the Goblin Chief’s abilities for strategic advantage in combat.
- Equip your Goblin Chief with the right gear for each stage of your D&D campaign.
- Discover the synergy between the Goblin Chief and other party members to maximize effectiveness.
- Join the community to further discuss tactics and strategies for the Marshal Goblin Chief build.

Level Distribution of the Goblin Chief
Click on the level for more information
Level 1 Brief:
The Goblin Chief[1] is set up to use stealth and diplomacy to lead and maneuver his troops. With Cosmopolitan in Hide and Move Silently, as well as Darkstalker and Skill Focus in Diplomacy, he is a versatile and unpredictable commander.
Stat Block Level 1:
Goblin Chief[1]: male, goblin marshal 1; CR 1; Small humanoid (goblinoid); HD 9; hp (9+1); Init +3; Spd 30 ft.; AC 14, touch 13, flat-footed 11; Base Atk +0; Grp -2; Atk spear +3 melee (1d6-1) or light crossbow +4 ranged (1d6/19-20); Full Atk spear +3 melee (1d6-1) or light crossbow +4 ranged (1d6/19-20); SA Minor Aura (Motivate Dexterity); SQ Darkvision 60 ft., Minor Aura (Motivate Dexterity); AL LE; SV Fort +3, Ref +5, Will +2; Str 8, Dex 16, Con 12, Int 12, Wis 8, Cha 16.
Skills and Feats:
Hide +11, Move Silently +11; Cosmopolitan (Hide), Cosmopolitan (Move Silently), Darkstalker, Skill Focus (Diplomacy). Special Attacks and Qualities: Minor Aura (Motivate Dexterity) +1 to Dex based checks and initiative.
Possessions: spear, light crossbow, medium armor, shield.
Level 5 Brief:
This Goblin Chief[1] build focuses on enhancing the power of goblin minions via Marshal and Warchief class abilities. The character buffs allies with auras and can lead them into a frenzy for impressive boosts. Equipped with a spear, shield, medium armor, and a light crossbow, this warchief commands with charisma.
Stat Block Level 5:
Goblin Chief[1]: male, goblin marshal 5; CR 5; Small humanoid (goblinoid); HD 5d8+5; hp 28; Init +3; Spd 30 ft.; AC 19, touch 13, flat-footed 16; Base Atk +3; Grp -1; Atk Spear +4 melee (1d6/x3) or light crossbow +7 ranged (1d6/19-20); Full Atk Spear +4 melee (1d6/x3) or light crossbow +7 ranged (1d6/19-20); SA Minor Aura, Major Aura, Grant Move Action; SQ Darkvision 60 ft., minor aura (Motivate Dexterity), major aura +1, steady aim, master of tactics, Art of War, motivate ardor; AL LE; SV Fort +2, Ref +5, Will +1; Str 8, Dex 16, Con 12, Int 12, Wis 8, Cha 16.
Skills and Feats:
Hide +11, Move Silently +11, Diplomacy +10; Cosmopolitan x2 (Hide, Move Silently), Darkstalker, Skill Focus (Diplomacy), Weapon Finesse. Special Attacks and Qualities: Minor Aura (Motivate Dexterity), Major Aura +1, Grant Move Action 1/day, Steady Aim, Master of Tactics, Art of War, Motivate Ardor.
Possessions: Spear, shield, medium armor, light crossbow.
Level 10 Brief:
Goblin Chief[1] blending leadership and assassination skills. Leads goblin troops while using stealth and frenzy tactics.
Stat Block Level 10:
Goblin Chief[1]: male, goblin Marshal 5/Stonedeath Assassin 5; CR 10; Small humanoid (goblinoid); HD 5d8+5d6+10; hp 55; Init +3; Spd 20 ft.; AC 18, touch 14, flat-footed 15; Base Atk +8; Grp +6; Atk +11 melee (1d6+1, spear) or +12 ranged (1d8, light crossbow); Full Atk +11/+6 melee (1d6+1, spear) or +12 ranged (1d8, light crossbow); SA Sneak Attack +2d6, Tribal Frenzy (+2 Str); SQ Darkvision 60 ft., minor aura (Motivate Dexterity), meld into stone, stonesulk; AL CE; SV Fort +4, Ref +10, Will +1; Str 8, Dex 16, Con 12, Int 12, Wis 8, Cha 16.
Skills and Feats:
Hide +19, Move Silently +19; Skill Focus (Diplomacy), Cosmopolitan (Hide), Cosmopolitan (Move Silently), Darkstalker, Weapon Finesse, Craven, Leadership. Special Attacks and Qualities: Steady Aim, Master of Tactics, Grant Move Action 1/day, Art of War, Motivate Ardor, Trapfinding, Corrupt Stone, Stonedeath Strike.
Possessions: A spear, a shield, medium armor, a light crossbow.
Level 15 Brief:
The Goblin Chief[1] excels in battlefield control, buffing allies with major and minor auras, and leading a horde of ferocious goblins in frenzied battle.
Stat Block Level 15:
Goblin Chief[1]: male, goblin Marshal 5/Stonedeath Assassin 5/Warchief 5; CR 15; Small humanoid (goblinoid); HD 5d8+5d6+5d10+1; hp 98; Init +3; Spd 30 ft.; AC 18, touch 13, flat-footed 15; Base Atk +12; Grp +8; Atk spear +15 melee (1d6+2) or light crossbow +17 ranged (1d6+2); Full Atk spear +15/+10/+5 melee (1d6+2) or light crossbow +17/+12/+7 ranged (1d6+2); SA Sneak Attack +2d6, Tribal Frenzy (+6 Str); SQ Minor Aura, Major Aura +1, Steady Aim, Grant Move Action 1/day, Art of War, Meld into Stone, Trapfinding, Stonesulk, Corrupt Stone, Stonedeath Strike; AL CN; SV Fort +8, Ref +12, Will +9; Str 8, Dex 16, Con 12, Int 12, Wis 8, Cha 16.
Skills and Feats:
Hide +23, Move Silently +23, Diplomacy +21, Ride +18; Cosmopolitan x2 (Hide, Move Silently), Darkstalker, Skill Focus (Diplomacy), Weapon Finesse, Leadership, Craven, Mounted Combat, Ride-By Attack, Spirited Charge.
Special Abilities:
Tribal Frenzy (+6 Str), Sneak Attack +2d6, Stonedeath Strike, Minor and Major Auras, Grant Move Action, Art of War.
Possessions: spear, shield, medium armor, light crossbow.
Level 20 Brief:
This Marshal Goblin Chief[1] leads a goblin army with heightened effectiveness using Warchief frenzy bonuses and Leadership feats, all while riding a Warg for excellent mobility and combat prowess.
Stat Block Level 20:
Goblin Chief[1]: male, goblin Marshal 5/Stonedeath Assassin 5/Warchief 10; CR 20; Small humanoid (goblinoid); HD 5d8+10d10+5d6+20; hp 150; Init +3; Spd 30 ft.; AC 23, touch 14, flat-footed 19; Base Atk +19/+14/+9/+4; Grp +11; Atk Spear +17 melee (1d6-1) or Light crossbow +20 ranged (1d6); Full Atk Spear +17/+12/+7/+2 melee (1d6-1) and Light crossbow +20/+15/+10/+5 ranged (1d6); SA Sneak Attack +2d6, Tribal Frenzy (up to +10 Str); SQ Darkvision 60 ft., Minor Aura (Motivate Dexterity +3), Major Aura +1; AL CE; SV Fort +11, Ref +15, Will +9; Str 8, Dex 24, Con 12, Int 12, Wis 8, Cha 20.
Skills and Feats:
Hide +31, Move Silently +31, Diplomacy +18; Cosmopolitan (Hide), Cosmopolitan (Move Silently), Darkstalker, Skill Focus (Diplomacy), Weapon Finesse, Leadership, Craven, Mounted Combat, Ride-By Attack, Spirited Charge. Special Attacks and Qualities: Tribal Frenzy (various strength levels), Stonesulk, Corrupt Stone, Meld into Stone, Trapfinding, Steady Aim, Grant Move Action 1/Day, Art of War, Motivate Ardor.
Possessions: Spear, shield, medium armor, light crossbow.
Critical Milestones of Level Distribution
- Levels 1-5: Foundation as a Marshal, gaining Minor Aura and Master of Tactics.
- Levels 6-10: Transition to Stonedeath Assassin, unlocking Meld into Stone and Sneak Attack.
- Levels 11-15: Embrace the Warchief class, gaining Tribal Frenzy and Mounted Combat.
- Levels 16-20: Peak Warchief powers, with a focus on increasing Charisma and Dexterity, and maximizing Tribal Frenzy.
Equipment Progression of the Goblin Chief
| Level Range | Equipment | Details |
|---|---|---|
| Levels 1-5 | Spear | Damage: 1d6, Critical: x3, Type: Piercing, Weight: 6 lbs. |
| Light Crossbow | Damage: 1d8, Critical: 19-20/x2, Range: 80 ft., Weight: 4 lbs. | |
| Leather Armor | AC: +2, Max Dex: +6, Armor Check Penalty: 0, Speed: 30 ft., Weight: 15 lbs. | |
| Shield, Light Wooden | AC: +1, Armor Check Penalty: -1, Weight: 5 lbs. | |
| Levels 5-10 | +1 Spear | Damage: 1d6+1, Critical: x3, Type: Piercing, Weight: 6 lbs. |
| +1 Light Crossbow | Damage: 1d8+1, Critical: 19-20/x2, Range: 80 ft., Weight: 4 lbs. | |
| +1 Studded Leather Armor | AC: +4, Max Dex: +5, Armor Check Penalty: -1, Speed: 30 ft., Weight: 20 lbs. | |
| Cloak of Elvenkind | Effect: +5 Competence bonus on Hide checks | |
| Boots of Elvenkind | Effect: +5 Competence bonus on Move Silently checks | |
| Levels 10-15 | +2 Spear (Skullcleaver) | Damage: 1d6+2, Critical: x3, Type: Piercing, Weight: 6 lbs. |
| +2 Light Crossbow | Damage: 1d8+2, Critical: 19-20/x2, Range: 80 ft., Weight: 4 lbs. | |
| +2 Chain Shirt | AC: +6, Max Dex: +4, Armor Check Penalty: -2, Speed: 30 ft., Weight: 25 lbs. | |
| Amulet of Health +4 | Effect: +4 Enhancement bonus to Constitution | |
| Cloak of Charisma +2 | Effect: +2 Enhancement bonus to Charisma | |
| Ring of Protection +2 | Effect: +2 Deflection bonus to AC | |
| Levels 15-20 | +3 Spear (Goblinbane) | Damage: 1d6+3, Critical: x3, Type: Piercing, Weight: 6 lbs., Special: +2d6 damage against goblinoids |
| +3 Light Crossbow | Damage: 1d8+3, Critical: 19-20/x2, Range: 80 ft., Weight: 4 lbs. | |
| +3 Mithral Breastplate | AC: +8, Max Dex: +5, Armor Check Penalty: -1, Speed: 30 ft., Weight: 15 lbs. | |
| Belt of Magnificence +4 | Effect: +4 Enhancement bonus to all ability scores | |
| Cloak of Charisma +4 | Effect: +4 Enhancement bonus to Charisma | |
| Ring of Protection +3 | Effect: +3 Deflection bonus to AC | |
| Mount: Dire Wolf | Effect: Increases mobility and provides combat advantages as a fearsome mount |
Combat Scenarios & Strategies
Dungeon Crawls
- Use Stealth and Reconnaissance: Utilize your high Hide and Move Silently skills to scout ahead. Identify traps, ambush points, and enemy positions before engaging.
- Leverage Narrow Corridors: Use your minor and major auras to bolster your goblins in tight spaces, creating choke points where your horde can overwhelm opponents with superior numbers and the Tribal Frenzy bonus.
Open Field
- Hit and Run Tactics: Employ your mobility and mounted combat abilities. Strike from a distance with your light crossbow or enchanted javelins, then retreat before the enemy can respond effectively.
- Coordinate with Auras: Use your auras to enhance your goblins’ speed and attack capabilities, ensuring they can strike quickly and retreat just as fast. This keeps the enemy off balance and unable to mount a cohesive defense.
Ambushes
- Set Up Surprise Attacks: Position your troops using your stealth skills, then launch a coordinated attack from hiding. A well placed spear throw or crossbow bolt can initiate the ambush, causing chaos among the enemy ranks.
- Unleash Tribal Frenzy: At the moment of ambush, activate Tribal Frenzy to maximize your goblins’ strength and ferocity, overwhelming the enemy before they can regroup.
Defensive Stands
- Hold the Line with Auras: Use your defensive auras to boost your goblins’ AC and morale. Position your troops in defensible locations and prepare for a counter attack.
- Counter Attack Strategically: Wait for the enemy to commit to their attack, then launch a swift and decisive counter attack using your auras to boost attack power and your leadership to coordinate the assault.
Urban Encounters
- Utilize Stealth in Crowded Environments: Take advantage of the urban terrain to move unseen. Use buildings and alleys for cover and concealment.
- Exploit Mobility and Chaos: Navigate the urban landscape quickly with your mounted combat skills. Use the chaos of the environment to your advantage, striking from unexpected angles and retreating into the maze of the city.
Party Synergy
Even a goblin chief needs friends. Well, maybe not friends, but useful allies. Let’s see who should be riding into battle with you.
- The Tank: Every chief needs a front line. Find someone who can take a hit and keep the heat off you.
- The Mage: Magic can turn the tide of battle. An ally who can cast support spells or rain destruction from afar is invaluable.
- The Healer: Goblins aren’t known for their durability. A healer can keep your troops fighting longer and harder.
Strengths & Weaknesses of the Goblin Chief
| Weakness | Counters | Explanation |
|---|---|---|
| Vulnerability to Magic | Spell Resistance Gear | Equip items such as a Cloak of Spell Resistance (granting Spell Resistance 21) to help shrug off enemy spells. |
| Low Hit Points | Constitution Enhancements | Boost your Constitution through items like an Amulet of Health +4 to increase your survivability in battle. |
| Limited Range | Enchanted Javelins | Carry a set of +1 Javelins to extend your reach on the battlefield and deal with distant enemies effectively. |
| Reliance on Stealth | Backup Plans | Have contingency plans such as creating distractions or using smoke bombs in case your stealth approach fails. |
| Leadership Dependency | Independent Allies | Recruit allies who can operate effectively even when out of your aura’s reach, such as independent mercenaries or summon creatures. |
Roleplaying Themes for Goblin Chief
Roleplaying a goblin chief isn’t just about the battles; it’s about the character. Who is your goblin? What drives them? Let’s explore.
Themes & RP Opportunities
- Ambition: Your goblin has clawed their way to the top. Play up that ruthless drive for power.
- Cunning: Goblins are survivors. Showcase your chief’s cleverness in and out of combat.
- Loyalty: Goblins follow strength. Be the leader they’ll die for… and they just might.
Cultural Influence & Traditions
Goblin culture is rich with traditions and superstitions. Use these to add depth to your character. Maybe your chief believes in omens, or has a ritual for every battle. These little details can bring your goblin to life. For more on roleplaying a character with depth, check out this guide on adaptable role builds.
Example: Before every battle, your Goblin Chief sharpens their spear while chanting the names of their fallen foes. It’s a small ritual, but it reminds them (and their horde) of the power they wield.
Embarking on Quests: Roles and Responsibilities of a Goblin Chief[1]
Your role as chief isn’t just about fighting; it’s about leading. Your quests might involve securing territory, gathering resources, or forging alliances. Embrace these responsibilities and play them to the hilt.
Incorporating Goblin Social Hierarchies into the Roleplay
Goblin tribes are all about the pecking order, and as the chief, you’re on top. But remember, respect is earned, not given. Show your goblin’s prowess and cunning to maintain authority. Challenge your roleplaying skills by navigating the treacherous waters of goblin politics and keeping rivals in check. This adds a layer of depth to your character that goes beyond mere combat.

FAQ
What Are the Best Companions for My Goblin Chief[1]?
Choose companions who complement your chief’s strengths and cover their weaknesses. A sturdy paladin or fighter can be the anvil to your hammer, while a clever bard or wizard can offer support with spells and inspire your troops. Don’t forget a rogue for those sneaky flanking maneuvers!
How Does the Equipment Progression Affect the Goblin Chief[1] Build’s Playstyle?
As your goblin chief’s equipment improves, so does their versatility on the battlefield. Early on, focus on speed and mobility to leverage your stealth. As you gain levels, prioritize gear that enhances your leadership auras and frenzy abilities, transforming your playstyle from a sneaky skirmisher to a commanding presence that empowers your allies.
Can I Modify the Build for a Different Campaign Setting?
Absolutely! The beauty of D&D is its flexibility. If you’re venturing into a campaign with different themes or rules, talk to your Dungeon Master about how to best adapt your goblin chief. Maybe your horde is a band of desert raiders in a sun scorched land, or perhaps they’re seafaring pirates. The core of the build remains the same, but the flavor can change to fit your story.
What Are the Key Strategies for Using Tribal Frenzy Effectively?
Tribal Frenzy is a game changer, so use it wisely. Save it for the pivotal moments in battle when you need to break through enemy lines or take down a powerful foe. Coordinate with your allies to maximize the impact of the strength boost, and remember that timing is everything. Unleash the frenzy when it will turn the tide, not just when it looks cool.
How to Overcome Common Misconceptions When Playing a Goblin Chief?
- Goblins are weak: Prove them wrong by using your chief’s strategic prowess to outmaneuver and outfight larger foes.
- Goblins are cowardly: Show courage in your decisions and actions, leading from the front when necessary.
- Goblins are simple: Display your character’s complexity through roleplay, showcasing their ambitions, fears, and intelligence.
Join the Community
Ready to level up your D&D experience? Here’s what you need to do:
- Click the link to join the Stellar Dragons Discord community.
- Introduce yourself and share your favorite D&D moments or builds.
- Start collaborating with other players to refine your strategies and roleplay.
So, what are you waiting for? Join the community today and start crafting your legend as the ultimate Marshal Goblin Chief. Your horde awaits!
Goblin Chief

The goblin tribe had managed to creep close to the Capital’s walls. They were ready to attack under the cover of night.
Their chief ordered the charge, and the mass of a hundred goblins charged at the gate. They hacked at it with more strength than should be possible for their small size. The entire lot foamed at the mouth like rabid dogs.
“Finally the master will see that my tribe was worth keeping around!” intoned the Goblin Chief with an evil, crooked smile full of bloodlust.
Suddenly, two figures dropped from the city’s wall, and began to slaughter his goblin army like butter.
He screamed, “What? What is this? How is that possible!?“
He drew closer, though he only saw a massive wolf rampaging through his troops. Atop the wolf, working in perfect tandem, a female clad in fur armor. As they rode and rampaged, the Goblin Chief saw the summoned wrath of the totems of past beasts.
Race
Goblin
Class
Marshal 5/Stonedeath Assassin 5/Warchief 10
Ability Scores
Str 8/Dex 16/Con 12/Int 12/Wis 8/Cha 16
Skills
Hide 8, Move Silently 8
Equipment
A spear, a shield, a medium armor and a light crossbow
Flaws
Inattentive, Vulnerable
Goal
Goblins are hilarious creatures, yet they can be surprisingly effective in large enough number.
This build uses that notion by taking all ten levels of Warchief and the Leadership feat to have an army of goblins. You can not only buff with very good bonuses, but make them frenzy at will for a +10 Str.
You can take a Warg Cohort to play the Warg riding goblin trope. With Stonedeath Assassin, you become extremely effective yourself as a mounted skirmisher.
| Level | Class | HD | Feat | Special |
| 1 | Marshal | 9 | Cosmopolitan x2(Hide, Move Silently), Darkstalker, Skill Focus(Diplomacy) | Minor Aura, Motivate Dexterity |
| 2 | Marshal | 1d8+1 | – | Major Aura +1, Steady Aim |
| 3 | Marshal | 1d8+1 | Weapon Finesse | Master of Tactics |
| 4 | Marshal | 1d8+1 | – | Grant Move Action 1/Day, +1 Dex |
| 5 | Marshal | 1d8+1 | – | Art of War, Motivate Ardor |
| 6 | Stonedeath Assassin | 1d6+1 | Leadership | Meld into Stone, Trapfinding |
| 7 | Stonedeath Assassin | 1d6+1 | – | Sneak Attack +1d6, Stonesulk |
| 8 | Stonedeath Assassin | 1d6+1 | – | Corrupt Stone, +1 Dex |
| 9 | Stonedeath Assassin | 1d6+1 | Craven | Sneak Attack +2d6 |
| 10 | Stonedeath Assassin | 1d6+1 | – | Stonedeath Strike |
| 11 | Warchief | 1d10+1 | – | Tribal Frenzy (+2 Str) |
| 12 | Warchief | 1d10+1 | Mounted Combat | +2 Cha, +1 Dex |
| 13 | Warchief | 1d10+1 | – | Tribal Frenzy (+4 Str) |
| 14 | Warchief | 1d10+1 | – | – |
| 15 | Warchief | 1d10+1 | Ride-By Attack | Tribal Frenzy (+6 Str) |
| 16 | Warchief | 1d10+1 | – | +2 Cha, +1 Dex |
| 17 | Warchief | 1d10+1 | – | Tribal Frenzy (+8 Str) |
| 18 | Warchief | 1d10+1 | Spirited Charge | Devoted Bodyguards |
| 19 | Warchief | 1d10+1 | – | Tribal Frenzy (+10 Str) |
| 20 | Warchief | 1d10+1 | – | +2 Cha, +1 Dex |
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