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.
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.
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 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:
- 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.