1. Races

Hobgoblin

Ability Score Increases:

Hobgoblins are the largest and most war-like of the goblin cousins. Living in camps and forts built in the mountains and forests, the Hobgoblins are the least discreet of the goblin kin. They can be found in every corner of the world and are less tied into society than Hobs, but more active in activity involving the civilized races than Hobs. Alike their cousins, Hobgoblins are mistrusted, even more so than others, for they actively go out of their way to make conflict with the other races. The Hobgoblins are perhaps the most opinionated and eager to make themselves known and strike back against the mistreatment their kind has received. In tune with war, Hobgoblins are not only taller but also bulkier than other goblin species. Hobgoblins begin with a +2 to Strength.

Your basic, or forest-dwelling, Hobgoblin is your run-of-the-mill guerilla fighter. They endeavor to be more discreet than the rest of their kind, though only for the purpose of luring enemies into traps. They tend to be the leaders and strategists of warbands and put their knowledge to planning out whole combat encounters before a battle has even occurred. As a Forest Hobgoblin, you gain +1 to Wisdom.

In the north, the Hobgoblins look to the giants for inspiration. While the Giants aren't exactly intelligent, there are still things they see to learn from the Giants. They dress like giants, hunt the same thing as giants, and attempt to live life like the Giants. Though their kind are not as able to resist the cold like giants, they have developed some sterner endurance than others of their kind have. As a Northern Hob, you gain a +1 to Constitution.

In the deserts, across the sands, and through the arid mountains, Hobgoblins have different means of conducting war. The guerilla tactics of the forest ilk are not the kind of thing that will work in the wide-open deserts they live in. Instead, they have to rely on definitive action. To this end, they have emulated the Redguard of Hammerfell and the old tales of magic wielded with martial prowess, for that extra bit of oomph in their combat. They are not known to accumulate books for this, but they have managed to twirl some bit of magic and cause some fear in people because of it. As a Sandstone Hobgoblin, you gain a +1 to Charisma.

Languages:

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

Creature Type/Size:

You are a 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.

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 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 speed 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.

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:

For 1 minute, the 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. The 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 if the hob is incapacitated.

Forest Born: (Basic Hobgoblin)

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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