BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Hobgoblin

Hobgoblins were larger, stronger, smarter, and more menacing forms of goblinoids than goblins [Goblin], but not as powerful as bugbears [Bugbear].

Description

Hobgoblins usually reached a height of between 5 and 6 feet and tend to weigh between 150 and 200 pounds. They are generally described as having red, brownish-red, or deep reddish-brown skin. They may have wide or pointed noses. Aside from the hair on their heads, which can include a beard and may be dark red or simply dark, the rest of their bodies are unusually smooth.   By and large, hobgoblins, like their kin, were considered to be evil creatures and often met this expectation. 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, were 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.

A hobgoblin warlord

 

Society

 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.   A small group of peaceful hobgoblins escaped their violent kin generations ago, fleeing into the Feywild. These hobgoblins, known simply as feywild hobgoblins, were indistinguishable from their kin physically, but they were characterised by an extreme form of gratitude and generosity. This was in part due to the thankfullness they felt for surviving the torturous violence of their kin and arriving to relative peace. They were very rare in the Material Plane, to the point that their generosity had no impact on the reputation of 'regular' hobgoblins. Similarly, any hobgoblin which found its way into the Feywild from the Material Plane was met with trust and respect due to the widespread reputation of feywild hobgoblins.  

Religion

Hobgoblins on the Material Plane invariably worshipped the Goblinoid Pantheon. In particular, they saw Ratnik as their patron and the representation of their supperior intelligence compared to other goblinoids.   Feywild hobgoblins, conversely, paid reverence to Archfey as most other fey creatures did. In addition, they had a distant relationship with both the Goblinoid Pantheon, who they saw as misguided, and the Elvish goddess Hylkia, who they semi-adopted as a symbol of their committment to redemption.

Player Race Features

  • Ability Scores. Choose any +2; choose any other +1.
  • Size. Medium.
  • Speed. 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.
  • 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 +3). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character. Hobgoblins from the Material Plane invariably speak Goblin, whilst those living in the Feywild speak Sylvan.

Subrace: Base

  • Martial Training. You are proficient with two martial weapons of your choice and with light armor.

Subrace: Feywild

  • 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 with this trait:
  • Hospitality. You and the creature you help each gain a number of temporary hit points equal to 1d6 plus your proficiency bonus.
    Passage. You and the creature you help 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 the creature you help hits a target with an attack roll, that target has disadvantage on the next attack roll it makes within the next minute.