1. Races

Hob

Ability Score Increases:

Living more above-ground than their goblin cousins, Hobs can be found in every corner of the world and more tied into society than their more primitive cousins. Often mistrusted, they are nevertheless often seen among traveling folk, performing troupes, merchants and diplomats. Early hobs served in the courts of Fey and Daedra alike. Naturally subservient and adept with their words, hobs thrive in small communities that can overlook their appearance. Now, however, many Hobs seek their own destinies, away from subservience and in service to their kin. Hobs begin with a +2 to Charisma.

Your basic, or forest-dwelling, Hob is your run-of-the-mill Hob that is seen in society. They endeavor to be more accepted, offer their help to those in need, and have a mind for economy and commerce. While not readily accepted by the more "civilized" races, they do have a better manner of speech and behavior than Goblins. When mistrust, ignorance, and intolerance push them away, they tend to form their own little covens and towns that do their best to remain out of the way and out of the eye of "civilized society." As a forest Hob, life can be hard, and this has taught them how to survive. As a Forest Hob, you gain +1 to Wisdom.

In the north, the Rieklings are seen as even more primitive their their other Goblin subspecies. On the Hob side of things, a Northern Hob is equally more primitive their their forest cousins. Intellect and wit are not as stressed since they are further from even civilized societies' whereabouts. Hobs in the north are cunning, however, and are seen as more attuned to hiding and pouncing on prey. At least, more attuned than their Riekling cousins. Nevertheless, they seem more akin to favoring shiny treasures and raiding any passersby rather than forming economic wealth or connections. As a Northern Hob, you gain a +1 to Dexterity.

In the sands of Hammerfell's Alik'r Desert or the dunes of Northern Elsweyr, the sand Goblins and sand Hobs have different means of doing the same thing. They have grown accustomed to the mistrust, disdain, and outright hatred of their kin. There is nowhere to hide where they live, but they have built up a resistance to the hardships of their life both in their climate and in the purview of the civilized races. This has made them better at laying traps, ensnaring their foes and just generally, lasting longer in a fight. Their hardened minds and bodies are ready to fight whoever deems to harm them. As a Sandstone Hob, you gain a +1 to Constitution.

Languages:

As a Hob, you can speak, read, and write Tamrielic and Goblin.

Creature Type/Size:

You are a Small or Medium-sized Goblinoid.

Speed:

Your base movement speed is 30 ft.

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.

Fey Ancestry:

You have advantage on saving throws you make to avoid or end the charmed condition on yourself. You also cannot be magically put to sleep.

(If a Small Creature)
Fury of the Small: 

Once per turn, when you damage a creature with an attack or a spell, and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.

You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Nimble Escape:

You can take the Disengage or Hide action, as a bonus action, on each of your turns.

(If a Medium Creature)
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 +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.

Leadership:

As a reaction when detecting danger, a hob can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. For 1 minute, the target creature can add a d4 to its roll provided it can hear and understand the hob. A creature can benefit from only one instance of Leadership at a time. This effect ends early if the hob is incapacitated.

Forest Born: (Basic Hob)

You have resistance to poison damage. You can also naturally acclimate to travel conditions in a dense forest. You do not suffer impediments from Difficult Terrain in a forest.

Mountain Born: (Northern)

You have resistance to cold damage. You can also naturally acclimate to high altitudes, even if you've never been to one. This includes elevations above 20,000 feet.

Sand Born: (Sandstone)

You have resistance to fire damage. You can also naturally acclimate to hotter climes, even if you've never been to one. This includes deserts, tropics, and jungles.

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