Homebrew Hobbs' Hobgoblin Errated Version 1.1 Species Details

Hobgoblins are large goblinoids with dark orange or red-orange skin.

Personality

“
Hobgoblins are relentless soldiers that cleave to rigid tactics and orders. I fear their less-predictable scouts and spies more.
”
— Elminster's notes in Volo's Guide to Monsters.

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, 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.

Society

"Hobgoblins have a code of honor. Its details vary from legion to legion, but it's always brutal."
 
— Volo's notes in his Guide to Monsters.

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.

Religion

Hobgoblins once had their own pantheon, however, Maglubiyet, the god of war and rulership, killed most of the gods. Since then, he was the chief deity of hobgoblins. However, Nomog-Geaya, the deity of war and authority, was considered their patron deity, and many followed Bargrivyek.

Magic

Hobgoblins were warriors by nature and preferred martial combatants to those who draw on magic. Those few spellcasters who were to be found were expected to work well with soldiers.

Hobbs' Hobgoblin Errated Version 1.1 Traits

Your Hobgoblin character has the following racial traits.

Art of War

Choose one skill from the following list Animal Handling, Athletics, Intimidation, Medicine, Perception, Survival. You gain proficiency in the skill you chose.

Ability Score Increase

When determining your character’s ability scores, increase constitution by 2 and a different score by 1

Languages

Your character can speak, read, and write Common and Goblin.

Creature Type

You are a Humanoid.

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.

Martial Discipline

You have advantage on saving throws you make to avoid or end the charmed and frightenedcondition on yourself.

Battlefield Commander

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:

Bolstering. You and the target of your Help action each gain a number of temporary hit points equal to 1d6 plus your proficiency bonus.

Reposition. You and the target of your Help action each increase your walking speeds by 5 feet and don't provoke opportunity attacks until the start of your next turn.

Provoke. 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.

Saving Face

If you miss with an attack roll or fail an ability check or a saving throw, you can draw on your battlefield bonds 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.

Martial Training

You are proficient with one martial weapon of your choice and with light armor.

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