Hobgoblins were larger, stronger, smarter, and more menacing forms of goblinoids than goblins, but not as powerful as bugbears. While goblinoid society was typically cruel and harsh, some individuals escaped it to carry on lives of virtue. The few who took this risk and succeeded often met cautious praise and acceptance from outsiders. Those that managed to escape goblinoid society, however, continuously plagued by their goblinoid nature. Though hobgoblins were not necessarily evil, they were prone to violence and hot tempers, and often found it difficult to be truly altruistic. When provoked, which was not a hard task, hobgoblins were vindictive creatures who took glee in causing pain to those that injured them. Those hobgoblins who overcome this nature often managed this because of the rewards they found in serving good, rather than evil.
Hobgoblins were mostly found in communities where they were in command of either goblins or bugbears, or sometimes both. The most civilized goblinoid communities were ruled by the race. This was in large part because hobgoblin society was more industrious and less savage than that of goblins or bugbears. Though bugbears sometimes took control due to their raw strength, most such communities were ruled over by the strongest hobgoblin, who served as the warchief.
Hobgoblins had a long tradition of mastering and breeding the creatures of the world into slaves of various sorts. Many, for instance, enjoyed working with wolves or worgs. Similarly, many drake breeds were first bred by hobgoblins. Some even believed hobgoblins carried this practice on within their own race, creating the goblins and bugbears in such a manner.
Hobgoblins were immensely protective of their tribe's reputation and military status, so much so that meetings between different groups could turn violent if proper protocol was not followed. However, though hobgoblin tribes were territorial and egotistical in nature, they often united for a common purpose, such as war against non-goblinoids. Hobgoblins were warriors by nature and prefered martial combatants to those who draw on magic. Those few spellcasters who were to be found were expected to work well with soldiers.
The greatest conglomeration that ruled in goblinoid history was the Banaethlin Empire, devotees to the dark god Bane - the one whom plucked the primeval Aethallar, and twisted them from their original nature into machines of war. The greatest that succeeded in the gods ploys was the Hobgoblins, and their ruler was the ruthless authoritarian known as the Emperor Supreme, the "
San-Khazan".
RACIAL SKILLS, ABILITIES & FEATURES
War is the lifeblood of hobgoblins. Its glories are the dreams that inspire them. Its horrors don't feature in their nightmares. Cowardice is more terrible to hobgoblins than dying, for they carry their living acts into the afterlife. A hero in death becomes a hero eternal.
- Ability Score Increase. Your Constitution score increases by +2, and your Intelligence score increases by +1.
- Age. Hobgoblins mature at the same rate as humans and have lifespans similar in length to theirs.
- Alignment. Hobgoblin society is built on fidelity to a rigid, unforgiving code of conduct. As such, they tend toward lawful evil.
- Size. Hobgoblins are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium.
- Speed. Your base walking speed is 30 feet.
- Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
- Martial Training. You are proficient with two martial weapons of your choice and with light armor.
- Saving Face. Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.
- Languages. You can speak, read, and write Common and Goblin.
SUBRACES
Banaethlin Hobgoblin - People of the Feywild.
Banaethlin Hobgoblin:
Fierce and militaristic, hobgoblins survive by conquest.
- Ability Score Increase. Your Strength, Constitution, and Intelligence scores each increase by 1. (Race Variant)
- Age. Hobgoblins tend to reach adulthood in their early teens and have a lifespan similar to humans.
- Alignment. Hobgoblin society is very rigid and militaristic. As such they tend toward lawful alignments, usually evil.
- Size. Hobgoblins are similar in height to humans and are slightly heavier. Your size is Medium.
- Speed. Your base walking speed is 30 feet.
- Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.
- Hobgoblin Martial Training. You have proficiency with light armour and two weapons of your choice.
- Martial Adept. Because of your training, you can perform special combat manoeuvres. You gain the benefits of the Martial Adept feat.
- Military Genius. Hobgoblins are master tacticians. If you miss an attack roll with a weapon, you can choose to draw upon your knowledge of warfare, gaining a bonus to your roll equal to your Intelligence modifier (minimum 1). Once you use this trait, you can't use it again until you complete a short or long rest.
- Languages. You can speak, read, and write Common and Goblin. Goblins, bugbears, and hobgoblins share the same language. There are dialect differences, but they can be overcome by speaking very clearly. However, the races do not share a script. While hobgoblins use a complicated pictographic script, goblins use a simple phonetic script using heavily modified Dwarven characters.
HEIGHT AND WEIGHT TABLE
GENDER |
BASE HEIGHT |
HEIGHT MODIFIER |
HEIGHT RANGE |
AVERAGE HEIGHT |
MALE |
4'8'' |
+(2D10) |
4'10''-6'4'' |
5'7'' |
FEMALE |
4'6'' |
+(2D10) |
4'8''-6'2'' |
5'5'' |
GENDER |
BASE WEIGHT |
WEIGHT MODIFIER |
WEIGHT RANGE |
AVERAGE WEIGHT |
MALE |
110 lbs |
x(2d4) |
114-270 lbs |
165 lbs |
FEMALE |
100 lbs |
x(2d4) |
104-260 lbs |
155 lbs |
People of the Feywild - Hobgoblin (UA)
- Ability Score Increase. Increase one ability score by +2, and increase a different one by +1.
- Creature Type. You are a Humanoid.
- Size. You are Medium.
- Speed. Your walking speed is 30 feet.
- Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
- Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
- Fey Gift. You can use this trait to take the Help action as a bonus action, and you can do so a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. Starting at 3rd level, choose one of the options below each time you take the Help action, whether as a bonus action or an action:
- Hospitality. You and the target of your Help action each gain a number of temporary hit points equal to 1d6 plus your proficiency bonus.
- Passage. You and the target of your Help action each increase your walking speeds by 10 feet until the start of your next turn.
- Spite. Until the start of your next turn, the first time you or the target of your Help action hits a creature with an attack roll, that creature has disadvantage on the next attack roll that it makes within the next minute.
- Fortune from the Many. If you miss with an attack roll or fail an ability check or a saving throw, you can draw on your bonds of reciprocity to gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses you finish a long rest.
- Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
HEIGHT AND WEIGHT TABLE
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