Hobgoblins as a PC Race

PieAndDragon

Duncan T
I'm currently running a campaign in a homebrew where hobgoblins are quite common. While mostly evil, there are many who operate as mercenaries and monks in civilized lands and I wanted the option for them as PCs.

After looking at the MM entry for hobgoblins I don't think Martial Advantage would be a good fit for a PC race ability.
Has anyone got suggestions for other powers which would fit hobgoblins or point me to an already written up 5E hobgoblin race?
 

log in or register to remove this ad

Can I ask why you think that? Does it seem Over-/under-powered?

Extra damage with an ally within 5' seems like it would be great for a PC...though perhaps too great.

On the flip side, from a PC story perspective, if you are doing a hobgoblin PC who is not raised from/in a hobgoblin tribe/culture it does not make much sense. And, as a PC, it does seem to press for a melee character...which is limiting for character creation.

So I'm not sure if it's overpowered/ok or not.
 

I consider an extra 2d6 damage per round to be a little too strong for a Racial ability, although I'm considering a 1d6 version.
There is also the possibility that extra damage each round is too attractive and I'd see quite a few hobgoblin PCs for martial classes!
 

Those are both true.

I'm kinda at a loss. I know there have been several Hobgoblin PC write ups over on the Custom Build and/or Homebrew sub-forums.

I, myself, did "Hobs" as a sub-race to a Goblin PC race. But I honestly don't recall which thread or what I gave them as abilities. I think I had Sunlight Sensitivity as a Goblin thing and one of the things that made Hob's different was that they didn't have that. But as a "special ability" I honestly don't remember. Maybe I can find it again...lemme have a looksee.
 

Ah! Here it is. Seems it was one of my own threads. Heh heh.

Seems I didn't do anything with Hobgoblins except make them capable of operating in sunlight and some weapon profs. Not glamourous, but certainly doable for a PC...as designed to match other sub-races, not a "race" all their own.

As a sub-race of Goblin, though, I suppose they would have the Shadow Stealth [advantage to stealth in dim light] and Goblin Guile [essentially the Rogue's Cunning Move ability for all goblins] [EDIT: and Darkvision (60'), of course /EDIT]

http://www.enworld.org/forum/showthread.php?378948-Make-New-Races-Wingin-It/page2
 
Last edited:

I would consider making Hobgoblin a "class".

1st level 1d8 hit points- all armor and weapons, 2 skills, +2 to STR, 1d6 martial damage dice, darkvision 60'
2nd level- +2 to CON
3rd level- +2 to DEX, 2d6 martial damage

After 3rd level they would need to take a PHB class.

I think this makes them weaker than standard classes but keeps the Hobgoblin feel from the MM. Something else should probably be added at level 2.
 


I like your version of the Hobgoblin @RufusDaMan.

But, I would change that bonus action to add damage to the attack instead of making it another attack, because TWF already covers this.

Alternatively, in general:

I would just give the Hobgoblins Sneak Attack that isn't stackable.

Martial Advantage: As long as the target of your attack is a hostile creature and is adjacent to an ally, you deal an additional 1d6 damage once per turn. Use this bonus or your Sneak Attack class feature, if you have it.
 


I would consider Martial Madvantage to come from regular drilling and training with the same group pretty much to the exclusion of all other activity. I don't necessarily see a PC hobbo with that background so would eliminate it or replace it with something else.
 

Remove ads

Top