Description
Hobgoblins share their fey origins with Goblins, as alleged halfling children gifted to the fey, who where over time transformed.
While all goblinfolk tend to be mistrusted and looked down on, Hobgoblins receive a little more favour than their goblin brothers - likely due to their more reserved nature and more human appearance.
Hobgoblins, like Goblins, tend to live either as nomads with other goblinfolk, roaming the wilderness of the world and living off the land, typically in dense forests or mountains regions.
Some hobgoblins live in cities and sometimes smaller towns. Often this is as the lower, peasant class as labourers. However, unlike Goblins, Hobgoblins are even permitted to join the Daethian military. Many Hobgoblins choose this life, or live out as mercenaries for hire.
While no noble hobgoblin houses exist, some have managed to use their cunning to amass some wealth and power.
Appearance
- height of 4.5 - 5 feet tall.
- Broad, flat, often square-ish faces with large flat noses and strong heavy jaws.
- Deep, ruddy coloured skin colours of dark rusty orange to a muted red-brown.
- Dark, thick hair. Males often sport beards or sideburns.
- long elf like ears, though shorter than an elf’s or goblins.
- Thick, stocky limbs.
Characteristics
- Hobgoblins can be cold and calculating, and often make good leaders amongst goblinfolk.
- Durable, resilient and survivalist people.
Game Rules:
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.
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 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 speeds 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.