Line 1: Line 1:
== Hobgoblin ==
== Hobgoblin ==
Hobgoblins are another race descended from the Fey mutation of other races. For Hobgoblins, Humans were the ones mutated. They have embraced their Fey nature, however some have become ruled by strength and brawn, allowing them to be incredibly varied. Hobgoblins have existed since the 8th Age.
Hobgoblins are another race descended from the Fey mutation of other races. For Hobgoblins, Humans were the ones mutated. They have embraced their Fey nature, however some have become ruled by strength and brawn, allowing them to be incredibly varied. Hobgoblins have existed since the 8th Age.
=== Fae Hobgoblin ===
These Hobgoblins come from the Fae Forest where the mutation first took place.
'''Ability Score Increases.''' Your Strength Score increases by 2 and your Intelligence Score increases by 1.
'''Languages.''' You can speak, read, and write
'''Speed.''' You have a Walking Speed of 30ft.
'''Creature Type.''' Your Creature Types are Humanoid and Fae.
'''Darkvision.''' Within 60ft of you, you see Darkness as Dim Light, and Dim Light as Bright Dight. You discern colors in that darkness only as shades of green and gold.
'''Fey Ancestry.''' You have Advantage on Saving Throws you make to resist being Charmed.
'''Fey Gift.''' You can take the Help action as a Bonus Action. You can do so a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. Whenever you do so, choose one of the options below:
:'''Resilience.''' You and the Creature you Help each gain a number of Temporary Hit Points equal to 1d6 + your Proficiency Bonus.
:'''Passage.''' You and the Creature you Help each increase your Walking Speeds by 10ft 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 of the Many.''' If you fail an Attack Roll, Ability Check, or 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 30ft of you. You can use this Feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
'''Strong Willed.''' You gain Proficiency with Persuasion, Intimidation, or Insight.
'''Martial Prowess.''' You gain Proficiency with two Simple or Martial Weapons of your choice, as well as Light Armor.
=== Storming Hobgoblin ===
These Hobgoblins migrated to Oozhtae in Stormwood.


'''Ability Score Increases.''' Your Strength Score increases by 2 and your Intelligence Score increases by 1.
'''Ability Score Increases.''' Your Strength Score increases by 2 and your Intelligence Score increases by 1.


'''Languages.''' You can speak, read, and write Common and Goblin.
'''Languages.''' You can speak, read, and write
 
'''Speed.''' You have a Walking Speed of 30ft.
 
'''Creature Type.''' Your Creature Types are Humanoid and Fae.
 
'''Darkvision.''' Within 60ft of you, you see Darkness as Dim Light, and Dim Light as Bright Dight. You discern colors in that darkness only as shades of green and gold.


'''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 green and gold.
'''Fey Ancestry.''' You have Advantage on Saving Throws you make to resist being Charmed.


'''Fey Ancestry.''' You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
'''Fey Gift.''' You can take the Help action as a Bonus Action. You can do so a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. Whenever you do so, choose one of the options below:
:'''Resilience.''' You and the Creature you Help each gain a number of Temporary Hit Points equal to 1d6 + your Proficiency Bonus.
:'''Passage.''' You and the Creature you Help each increase your Walking Speeds by 10ft 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.


'''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.
'''Fortune of the Many.''' If you fail an Attack Roll, Ability Check, or 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 30ft of you. You can use this Feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
Starting at 3rd level, choose one of the options below each time you take the Help action with this trait:
:'''Resilience.''' 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 of 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.
'''Strong Willed.''' You gain Proficiency with Persuasion, Intimidation, or Insight.


'''Strong Willed.''' You gain proficiency with Persuasion, Intimidation, or Insight.
'''Martial Prowess.''' You gain Proficiency with two Simple or Martial Weapons of your choice, as well as Light Armor.

Latest revision as of 06:17, 29 June 2026

Hobgoblin

Hobgoblins are another race descended from the Fey mutation of other races. For Hobgoblins, Humans were the ones mutated. They have embraced their Fey nature, however some have become ruled by strength and brawn, allowing them to be incredibly varied. Hobgoblins have existed since the 8th Age.


Fae Hobgoblin

These Hobgoblins come from the Fae Forest where the mutation first took place.

Ability Score Increases. Your Strength Score increases by 2 and your Intelligence Score increases by 1.

Languages. You can speak, read, and write

Speed. You have a Walking Speed of 30ft.

Creature Type. Your Creature Types are Humanoid and Fae.

Darkvision. Within 60ft of you, you see Darkness as Dim Light, and Dim Light as Bright Dight. You discern colors in that darkness only as shades of green and gold.

Fey Ancestry. You have Advantage on Saving Throws you make to resist being Charmed.

Fey Gift. You can take the Help action as a Bonus Action. You can do so a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. Whenever you do so, choose one of the options below:

Resilience. You and the Creature you Help each gain a number of Temporary Hit Points equal to 1d6 + your Proficiency Bonus.
Passage. You and the Creature you Help each increase your Walking Speeds by 10ft 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 of the Many. If you fail an Attack Roll, Ability Check, or 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 30ft of you. You can use this Feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Strong Willed. You gain Proficiency with Persuasion, Intimidation, or Insight.

Martial Prowess. You gain Proficiency with two Simple or Martial Weapons of your choice, as well as Light Armor.


Storming Hobgoblin

These Hobgoblins migrated to Oozhtae in Stormwood.

Ability Score Increases. Your Strength Score increases by 2 and your Intelligence Score increases by 1.

Languages. You can speak, read, and write

Speed. You have a Walking Speed of 30ft.

Creature Type. Your Creature Types are Humanoid and Fae.

Darkvision. Within 60ft of you, you see Darkness as Dim Light, and Dim Light as Bright Dight. You discern colors in that darkness only as shades of green and gold.

Fey Ancestry. You have Advantage on Saving Throws you make to resist being Charmed.

Fey Gift. You can take the Help action as a Bonus Action. You can do so a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. Whenever you do so, choose one of the options below:

Resilience. You and the Creature you Help each gain a number of Temporary Hit Points equal to 1d6 + your Proficiency Bonus.
Passage. You and the Creature you Help each increase your Walking Speeds by 10ft 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 of the Many. If you fail an Attack Roll, Ability Check, or 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 30ft of you. You can use this Feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Strong Willed. You gain Proficiency with Persuasion, Intimidation, or Insight.

Martial Prowess. You gain Proficiency with two Simple or Martial Weapons of your choice, as well as Light Armor.