Ancestry: Hobgoblin

Fey | Hobgoblin | Humanoid | Trick-Kin


 

The Hobgoblin

"Placeholder"

 

Hobgoblin Mindset


 

You Might...

    • ...
    • ...
    • ...

 

Others Probably...

    • ...
    • ....
    • ....

Description


 

Physical Description


 
 
 

Anything Special?


 
 

Hobgoblin Mechanics


 

Ancestry Statistics

These do not change, unless you have the corresponding Ancestry Talent. All Hobgoblins start with these.

Base Stats

    • Age. Hobgoblins live long, fufilled lives very similar to Elves They grow at the same rate as other goblins, reach adulthood at the age of 10 years, and live to be around 500 if they're lucky.
    • Size. Hobgoblins stand as tall as normal humanoids, if not slightly taller due to their fey nature. Your size is Medium.
    • Associated Traits. Fey, Trick-Kin, and Humanoid
    • Traditional A.Boost Spread. Hobgoblins favor Intelligence, followed by other mental attributes that can help bolster their plans. Along with that spread, they may also use Strength to show force in favor of their ideals and plans. No matter what, though, they will always favor Intelligence.
    • Language(s). Common, Sylvan or Tricylvan (your choice) (+1 per your positive Cha Mod when starting the game, list here)
    • Speed(s). 20 ft
    • Special Senses. Low-Light Vision
    • HP (+ HP/level). 8 (+1)

Ancestry Talents

Hobgoblin Origin

Hobgoblins run a fine line between the angular primness that many assume elves have, and the gremlin nature that Goblins emphasize.

Once per round you may deal extra damage to an enemy from a source eminating from you (an attack, an ability, a feature, etc) if an ally is within 5 ft and they aren't Paralyzed, Restrained, or Unconscious. This damage equals 1d8 times Half-Proficiency.

Additionally, your non-combat d20 rolls that use any of your mental Attributes all gain a Bonus Dice (base d4).

This Talent cannot be swapped.

Lead and Mislead

Hobgoblins are capable of being brilliant tricksters, or unnaturally useful guides. What matters is context...and the narrator.

When you use the Aid Action, the assisted ally gains an additional step of bonus dice (base d6). At 5th level, this increases by another step (base d8). Additionally, you gain proficiency with the Sleight-of-Hand secondary skill.

Weapon Ken

You understand that there's more than one way to use a particular weapon.

You gain proficiency in all Simple Weapons. If you already know such, you gain proficiency in all Martial Weapons . If you already know such, you gain proficiency in an Advanced Weapon or another Weapon Group if your choice.

Heritage Choice

You may pick a heritage. You gain everything listed from such.

 

Variant Ancestry Talents

Some of your talents can swapped for the ones listed below, or be taken at a later levels via Character Progression. If your GM is using the Classic Ancestries optional rule, you can only take the talents below as you level up, after level 1.
  Furthermore, due to the nature of Hobgoblins, they can gain talents available to other Ancestries who count as 'Fey' and 'Trick-Kin'. Those talents will be listed underneath their unique talents for each section below.
  Here are the talents you can swap at level 1.
 

  Here are the ancestry talents you can gain at later levels.
  Unlockable at Character level 3
Unlockable at Character level 5
Unlockable at Character level 7
Unlockable at Character level 9
Unlockable at Character level 11

  Note: The Origin Customization rule allows you to swap any skill proficiency gained for another you don't have, if playing with traditional or other rules.
 

Deeper Lore


  The 4 page backstory
 

Names

x
 

Alignment and Faith

y
 

Trivia

y
 

Examples of Hobgoblins


  To Come

Powered by World Anvil