Martial Advantage. Once per turn, the Sniper can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the Sniper that isn't incapacitated.
Volly. If the Sniper readies his action to fire directly after one of it's allies at the same target as it's ally, it can apply it's Martial Advantage trait.
Archery. The Sniper gains a +2 bonus to any ranged weapon attack.
Sharpshooter. Attacking at long range does not impose disadvantage on the Sniper's ranged weapon attack rolls. Additionally, before the Sniper makes an attack with a ranged weapon, it can choose to take a -5 penalty to the attack roll. If the attack hits, it adds +10 to the attack's damage.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Longbow. Ranged Weapon Attack: +8 to hit, range 600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
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. Some warriors choose to stay away from melee and use longbows, they become archers. Only a select few of archers become almost one with their longbow, and are put aside in a special unit called Snipers.







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Posted Dec 12, 2020I love the idea of giving different classes to hob goblins im sure to use this in my campaign :)
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Posted Dec 29, 2020Thanks, if you have not already seen I have other hobgoblin classes and more monsters here.