Goblin caves are classic little tests of party balance — rowdy, cramped, and full of annoying little tricks — so I usually aim for a team that can handle numbers, ambushes, and the occasional trap. I like a straightforward frontline
Bruiser who can lock down chokepoints and soak hits, paired with a stealthy scout who can sniff out traps, pick locks, and open doors quietly. Behind them I want a reliable healer or support caster to keep everyone standing, and a caster with area control or crowd-clearing spells to deal with the swarms that often pour out of side tunnels.
Tactically, I try to force the goblins into narrow spaces where my tank can hold, then have the caster drop a cone or small-radius spell to break their numbers. The scout's job is to control the flow of the fight: light torches only when necessary, check for tripwires, and let the party know if archers are hiding above. If the party lacks a healer, I bring extra healing potions and focus on hit-and-run tactics: engage, pull one or two enemies, burn them down, and reset before more goblins arrive.
If your campaign rules favor social solutions, a charismatic party member can defuse a few encounters and save resources. But in most dungeon-delving runs, numbers and mobility win: a sturdy tank, an inquisitive scout, a healer, and a caster make a comfortable, resilient composition that lets me enjoy clever positioning and feel triumphant when the loot drops. I still grin every time a well-placed trap ruins a goblin ambush—there's a special satisfaction in clever play.