Homebrew Hobgoblin (Eberron) Species Details
Hobgoblins, known in the Goblin tongue as Ghaal'dar ("the mighty people"), trace their lineage to the ancient Empire of Dhakaan, which once spanned much of Khorvaire thousands of years ago. Though hobgoblins can be found throughout the continent, they dominate a goblinoid confederation of clans that form the nation of Darguun. House Deneith’s employment of Ghaal’dar mercenaries provided a unifying purpose for the divided clans. It was during this time that a visionary hobgoblin leader, Haruuc, rose to prominence. Haruuc united the Ghaal’dar under his banner and led them to seize control of what is now Darguun.
Among the Ghaal’dar, status is earned and held through a combination of cunning and strength. As a Ghaal’dar, your background might be as a former mercenary seeking new adventures. Perhaps you serve as an emissary for one of the Ghaal’dar tribes—or even for Lhesh Haruuc himself. Alternatively, you could be an exile, driven from your clan by a rival, now seeking allies to reclaim your birthright.
Physically, hobgoblins stand taller than their goblin kin but are not as large as bugbears. Their distinctive curved, pointed wolf-like ears and sharp features are complemented by noses that flush bright red or blue during intense emotions.
Note: This version of the hobgoblin is mechanically similar to the version in Mordenkainen Presents: Monsters of the Multiverse, but recognizes the Ghaal’dar are goblinoids and NOT fey as well as using more appropriate names for abilities and art.
Hobgoblin (Eberron) Traits
As a hobgoblin, you have the following racial traits.Creature Type
You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid.
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.
Dhakaani Ancestry
You have advantage on saving throws you make to avoid or end the Charmed condition on yourself.
Muut
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.
Atcha
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.
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