Hobgoblin

Hobgoblin

Ability Score Increase. Increase Constitution by 2, and Intelligence by 1.

Age. Hobgoblins, similar to goblins, experience growth throughout their lives. However, this process slows down dramatically when a hobgoblin reaches 12 years of age and typically occurs in a much more proportional way. Once this growth has slowed, hobgoblins begin to age in a way similar to other races, living as long as 120 years

Alignment. Hobgoblins are raised in a martial culture which values strength and results above all else. This leads to more Chaotic natures, but their ideals and motivations vary widely.

Creature Type. You are a Humanoid and a Goblinoid.

Size. Hobgoblins typically stand between 5 ½ and 6 ½ feet tall, with very old hobgoblins standing as tall as 8 foot. 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.

Defiant Nature. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

Hobgoblin Tactics. 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 short or 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:

  • Bolster. 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 10 feet until the start of your next turn.

  • Hinder. 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.

  • Instruct. If the creature you Help makes a weapon attack this turn, it can apply one Weapon Mastery property you know to that attack if the weapon lists that property, even if the creature doesn’t know that mastery.

Strength in Numbers. 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.

Weapon of Choice. You gain one martial weapon proficiency of your choice and proficiency with light armor.

Master Combatant. You learn two Weapon Mastery properties of your choice.

Flawless Technique. Once per turn, you may use two Weapon Master properties of a weapon you’re making a weapon attack with instead of one. You may use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.

Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.

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