Martial Advantage. Once per turn, the hobgoblin can deal an extra (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn’t incapacitated.
It can perform the somatic components of spells even when it has weapons or a shield in one or both hands.
When a hostile creature's movement provokes an opportunity attack from it, it can use its reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Quarterstaff. Melee Weapon Attack: +5 to hit, range 5 ft, one target. Hit:5 (1d8+1) bludgeoning damage.
Spellcasting. The Warmage is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +4 to hit with spell attacks). They have the following spells prepared.
Cantrips (at will): Dancing Lights, Fire Bolt, Spare the Dying
1st Level (4 slots):Alarm, Create or Destroy Water,Feather Fall, Purify Food and Drink.
2nd Level (3 slots): Flame Blade, Misty Step, Animal Messenger.
3rd Level (2 slots): Fireball, Counterspell
Description
Hobgoblins are large goblinoids with dark orange or red-orange skin. A hobgoblin measures virtue by physical strength and martial prowess, caring about nothing except skill and cunning in battle.
This particular Hobgoblin belongs to the Blackhand warband, a fearsome group of Hobgoblins who have taken over a baron's castle and surrounding lands. The Warmages of this warband are both skilled tacticians and magic users that are a great asset to them by utilizing their fire magics and beneficial spells to help in both small skirmishes, or drawn out sieges. They wear heavier armor, and are protected in battle as they are rare and their loss would be a crippling blow.
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