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==5th Edition== Nasty mid-level monsters. Low hitpoints, but good armor for monsters and have a faux-sneak attack that deals a shitload of extra damage when they focus-fire on a single target, which they ''will'' get off because your brain-dead party couldn't focus-fire on the squishy-but-deadly guys if their lives literally depended on it, right? ''Volo's Guide to Monsters'' added brutal monk/cops that can turn invisible and powerful blaster wizards that get faux-evoker powers and can apply that faux-sneak attack to all of their spells. Even the AoEs. Added as a playable race in in ''Volo's Guide to Monsters'', along with both the other [[goblinoid]]s. Mockingly described on /tg/ as being all [[wizard]]s, since Int bonuses are scarce and getting additional weapons and armor is a lot better for classes that don't already get them, but a Con bonus is welcome in any class. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::Ability Score Increase: +2 Constitution, +1 Intelligence ::Size: Medium ::Speed: 30 feet ::Darkvision 60 feet ::Martial Training: You are Proficient in two martial weapons of your choice and light armor. ::Saving Face: Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest. ::Languages: You can speak, read, and write Common and Goblin. </div></div> ===Post-Tasha's=== The ''Folk of the Feywild'' [[Unearthed Arcana]] article, which would later be published in ''Mordekainen's Monsters of the Multiverse'', saw a drastic rewrite for the Hobgoblins, and this one was considerably...lighter compared to the original writeup, turning them more fey-like but also making them less of an auto-take. This also makes Hobgoblins add more uses to the oft-ignored Help action. Part of this is that they represent the original lore about them being originally Fey who were subjugated into soldiers. This also makes more of an effort to tie in the magic of reciprocity, that is the spirit of giving and receiving. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::Ability Score Increase: +2 to one stat and +1 to a second or +1 to three different stats. ::Size: Medium ::Speed: 30 feet ::Darkvision 60 feet ::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. </div></div> ===Eberron=== Keith Baker later introduced further hobgoblin subraces in ''Exploring Eberron'', mostly for the Dhakaani culture of ancient goblinoids reemerging in secret after locking themselves away from the Age of Dust deep beneath the Earth, ''[[Fallout]]'' style. They are specifically known as the Dhakaani ghaal’dar (mighty folk), and are the leadership caste of their society. They also have different subraces for different specializations: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::''Ability Score Increase'': Your Constitution score increases by 2. ::''Age'': Ghaal’dar mature at the same rate as humans and have lifespans similar to theirs. ::''Size'': Ghaal’dar are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium. ::''Speed'': Your base 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 can’t discern color in darkness, only shades of gray. ::''Discipline'': You have advantage on saving throws against being charmed. ::''Languages'': You can speak, read, and write Common and Goblin. ::''Subrace'': Within the Dhakaani caste system, young ghaal’dar are trained to fulfill one of two roles. Guides are diplomats and scholars, while soldiers are devoted to war. Choose a subrace for your ghaal’dar character. :::'''Guide:''' As a guide, possibly a duur’kala bard, you’ve been trained to lead your people. ::::''Ability Score Increase'': Either your Intelligence or Charisma score increases by 1 (your choice). ::::''Lead By Example'': If you fail an ability check or saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can’t use it again until you finish a short or long rest. ::::''The Guiding Arts'': You have proficiency in two of the following skills of your choice: History, Medicine, Performance, or Persuasion. :::'''Soldier:''' As a soldier, you’ve drilled in the art of war since childhood. Ability Score Increase. ::::''Ability Score Increase'': Either your Dexterity or Strength score increases by 1 (your choice). ::::''Strength in Unity'': If you miss with an attack roll or fail a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (Maximum bonus of +5). Once you use this trait, you can’t use it again until you finish a short or long rest. ::::''The Arts of War'': You have proficiency in two of the following skills of your choice: Athletics, Intimidation, Perception, or Survival. </div></div> ===3rd Party Settings=== ;World of Farland On the other hand, if you want a more expected sort of hobgoblin PC race, take a look at the [[World of Farland]], which gives us this statblock: the biggest difference is that Farlandish hobgoblins are literally bred for either of two military castes, and have subraces reflecting this. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::Ability Score Increase: +2 Constitution ::Size: Medium ::Speed: 30 feet ::Darkvision 60 feet ::Born to War: You are Proficient in ''all'' Martial type weapons. ::Tactical Mind: You have Advantage on Intelligence checks relating to battle tactics and strategy. ::Subrace: Choose either the Cavalry-Bred or Legion-Bred subrace. ''Cavalry-Bred'' hobgoblins are bred as beastmasters and, obviously, cavalry. ::Ability Score Increase: +1 Dexterity ::Hard to Kill: You have Advantage on Death Saving Throws. ::Beast Trainer: You have Proficiency in Handle Animal, and when you are mounted, you gain Advantage on the next attack you make after your mount is struck by an attack. ''Legion-Bred'' hobgoblins are the rank-and-file warriors of the hobgoblin legions. ::Ability Score Increase: +1 Strength ::Martial Advantage: Once per short rest, if you hit an enemy that is also within 5 feet of a non-incapacitated ally of yours, you can deal +2d6 damage. ::Stern: You have Proficiency in Intimidation. </div></div>
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