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Hobgoblin

Lore

  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.   Hobgoblins have dark orange or red-orange skin, and hair ranging from dark red-brown to dark gray. Yellow or dark brown eyes peer out beneath their beetling brows, and their wide mouths sport sharp and yellowed teeth. A male hobgoblin might have a large blue or red nose, which symbolizes virility and power among goblinkin. Hobgoblins can live as long as humans, though their love of warfare and battle means that few do.   Hobgoblins belong to a family of creatures called goblinoids. They are often found lording over their cousins, the smaller goblins and the ferocious bugbears.   A hobgoblin measures virtue by physical strength and martial prowess, caring about nothing except the opportunity to demonstrate skill and cunning in battle. Hobgoblins of high military rank attain their positions by force, then hold those positions by imposing authority through draconian measures. Hobgoblins train to fight with a variety of weapons, and have great skill at crafting arms, armor, siege engines, and other. military devices. Organized and disciplined, they take exceptional care of their weapons, armor, and personal possessions. They favor the bold colors associated with their tribes, and trim their often-elaborate uniforms with blood-red piping and leather dyed black.   Hobgoblins organize themselves into tribal bands known as legions. In their martial society, every hobgoblin has a rank, from the powerful leaders and champions, to the rank-and-file foot soldiers, to the goblins that find themselves driven into the front lines at spearpoint. A legion is headed by a warlord with several captains serving under its command. A hobgoblin warlord is a ruthless tyrant more interested in strategy, victory, glory, reputation, and dominion than leading troops into battle. As loyal and disciplined as hobgoblins are in their own legion, rival legions compete constantly for reputation and status. Meetings between legions erupt in violence if troops aren't restrained, and only exceptionally powerful leaders can force legions to cooperate on the battlefield.

Traits

  Ability Score Increase. Increase one ability score by 2, and increase a different one by 1.   Size. Hobgoblins are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is 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
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