Rules edition: This guide combines the legacy Goblin from Volo’s Guide to Monsters with the 2014 Paladin. It treats magic items as options for a campaign, not gear every character can expect to buy or receive.
A Goblin Paladin can work with either Strength or Dexterity, depending on the weapons and armor you want to use. Magic items can add a useful tool, but they are not required to make the character functional. Start with the character’s role and the items your DM makes available; then choose gear that supports that plan.
Start with the build, not the item list
The legacy Volo’s Guide Goblin has fixed +2 Dexterity and +1 Constitution increases, Small size, Nimble Escape, and Fury of the Small. It does not receive a Charisma or Strength increase from those rules. If your table uses a later Goblin or a different character creation method, use that source’s version instead.
A 2014 Paladin can build around Strength or Dexterity for weapon attacks. Charisma sets the save DC for Paladin spells and contributes to Aura of Protection at level 6. A high Charisma score can therefore help, but no single score is required for every Paladin feature. A Small character has disadvantage on attacks with weapons that have the Heavy property; Small size does not reduce the damage die of other weapons. Nimble Escape lets the Goblin use a bonus action to Hide or Disengage, so it competes with other bonus actions you may want to use.
Choose one item to solve a real problem
Use an item to address something that actually comes up in your campaign. A +1 weapon or +1 shield is simple, direct help if the DM awards one. A Cloak of Protection gives +1 AC and saving throws while worn, but requires attunement. Adamantine armor turns critical hits against you into normal hits; it can help against enemies that rely on critical hits, but it does not raise AC or improve saving throws.
Ability-setting items can support a deliberate build choice. Gauntlets of Ogre Power set Strength to 19 while worn, and an Amulet of Health sets Constitution to 19. These items require attunement and do not help if the relevant score is already 19 or higher. Do not assume they will appear early enough to justify leaving a character’s attack ability low; item availability belongs to the campaign, and the DM controls what the party finds.
Match weapons to your ability scores
A Small Goblin can use a rapier or longsword without the Heavy property. A Sun Blade is a rare magic longsword with the finesse property, so it can support a Dexterity-based Paladin; its item description still governs its other benefits and limitations. A Flame Tongue can add fire damage when lit, but activating it takes a bonus action. That can conflict with Nimble Escape or another bonus-action feature, so consider how often you will want both.
These weapons do not remove the need to choose a sound attack ability. If you focus on Dexterity, use weapons that let you make attacks with Dexterity and choose armor that fits that approach. If you focus on Strength, a magic weapon can improve attacks without forcing you into a Heavy weapon. Divine Smite is a class feature that spends a spell slot after a qualifying hit; a weapon’s extra damage does not make that resource unlimited.
Use mobility and defense where they matter
Boots of Speed can greatly increase your movement, but using them takes a bonus action. That means you cannot activate them and use Nimble Escape on the same turn. A Cape of the Mountebank can cast Dimension Door once per day, giving a different kind of mobility without requiring the Goblin to rely on a normal route across the battlefield. Check each item’s rarity, attunement requirement, and exact activation text before planning around it.
A Periapt of Wound Closure can stabilize its wearer while dying and doubles Hit Dice recovery when the wearer spends them. A Ring of Protection adds +1 to AC and saving throws but requires attunement. These options solve different problems; choose based on what has threatened your character and what your party can already provide.
Plan around attunement and campaign availability
In the 2014 rules, a creature can be attuned to no more than three magic items at a time. Several defensive and ability-setting items require attunement, so compare their benefit with the other items competing for those slots. Rarity describes an item’s category; it does not promise that the item will be sold, awarded at a particular character level, or available in every setting.
Make a short wish list and discuss it with your DM. A useful request explains the character problem an item would address and leaves room for the DM to choose a fitting reward. If the campaign uses a different Goblin or Paladin rules source, revisit the build before relying on legacy ability increases, features, or item interactions.
Official Rules Sources
- Volo’s Guide to Monsters: legacy Goblin traits
- Basic Rules (2014): Paladin features and spellcasting
- Basic Rules (2014): weapon properties and equipment
- Basic Rules (2014): magic items and attunement
- Dungeon Master’s Guide (2014): awarding treasure and magic items
A dice set is a useful table accessory, but a clear conversation with your DM is the best way to decide which magic items belong in this character’s campaign.