Ancestry: Hobgoblin (5.5)

by SovereignLeaderLore

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Ancestry: Hobgoblin


Over generations, goblins raised among the fey or in corners of the world affected by their influence become Hobgoblins, the the taller middle between goblin and fey. Oftentimes, a Hobgoblin's larger, stronger build leads to them being raised alongside fey warriors and trained in martial practices. Some Hobgoblins go on to fight in skirmishes between the fey courts, while others might leave the fey to pursue some other personal goal Wherever they are, they continue to channel an aspect of the fey’s rule of reciprocity, which creates a mystical bond between the giver and the receiver of a gift.


Hobgoblins are generally taller than their goblin cousins, standing around 5 to 6 feet tall. Their skin is in pale shades of red. They have curved, pointed ears and noses that turn bright red or blue during displays of emotion. Their hair is black, and their eyes are either yellow or orange.

Hobgoblin Traits

Ability Score Increase. One ability score of your choice increases by 2, and another by 1, to a maximum of 20.


Age. Hobgoblins mature at the same rate as humans and have lifespans similar in length to theirs.


Alignment. Hobgoblin society is built on fidelity to a rigid, unforgiving code of conduct. As such, they tend toward lawful alignments.


Creature Type. You are a Humanoid. You are also considered a Fey for any prerequisite or effect that requires you to be a Fey.


Size. Hobgoblins 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 have superior vision in dark and dim conditions. 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.


Fey Ancestry. You have advantage on saving throws against being Charmed, and magic can't put you to sleep.


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).

Once you use this feature, you must complete a long rest to do so again.

Gift of Reciprocity. When you use the Help action, you can also grant the creature you help 1d8 hit points.

Once you use this feature, you can't do so again until the creature you help heals you in return.


Languages. You can speak Common and Goblin.

 

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