Hobgoblin | Race/Species | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Hobgoblin

War is the lifeblood of hobgoblins. Its glories are the dreams that inspire them. Its horrors don't feature in their nightmares. Cowardice is more terrible to hobgoblins than dying, for they carry their living acts into the afterlife. A hero in death becomes a hero eternal.
ability score increase: Your Constitution score increases by 2, and your Intelligence score increases by 1.
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 evil.
Size: Medium
speed: Your base walking speed is 30 feet.
Languages: You can speak, read, and write Common and Goblin.
race features:
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 can't discern colour in darkness, only shades of grey.   Martial Training. You are proficient with two martial weapons of your choice and with light armour.   Saving Face. Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can 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 trait, you can't use it again until you finish a short or long rest.   Militant Tactics. 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.

Created by

Noble 7.

Statblock Type

Race/Species

Link/Embed