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  5th Edition RacEs - aasimaR | Fat Goblin Games
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  5th Edition Races
  Hobgoblin
  CREDITS
  Author: Tony Petrecca
  Editor: Troy Daniels
  Copy Editor: Michael Ritter
  Artist: Rick Hershey
  Design and Layout: Rick Hershey and Troy Daniels
  Fat Goblin Games 5th Edition Team: Troy Daniels, Ismael Alvarez, Michael Ritter, Jeffrey Swank
  Line Developer: Troy Daniels
  Publisher: Rick Hershey
  5TH EDITION RACES - HOBGOBLIN © FAT GOBLIN GAMES
     Open Game Content: All material — including but not limited to art, place and character names, 
  character and setting descriptions, background, and new class descriptions—is Product Identity. All 
  other content is considered Open Game Content. Reference in non-Open Game Content (thus not 
  covered by the Open Game License) in this work to content owned by others is not a challenge to 
  their ownership and is used under Fair Use.
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  5th Edition RacEs - aasimaR | Fat Goblin Games
  HOBGOBLIN
  General Thoril inspected the latest troops to join 
  The Eviscerators. Conscripts. Pathetic dirty gob-
  lin conscripts. He glared scornfully at Gish, their 
  clan leader, a typically slothful goblin who couldn’t 
  muster enough pride to put his helm on straight, let 
  alone keep his disorganized troops in any formation. 
  And those troops - so undisciplined they report here 
  drunk on human ale. Still, he thought, they’ll do 
  their part - they’ll charge when I say charge. 
  A rider approached. 
  “Your feint has worked” reported the scout Har-
  grul, “the bugbears have drawn half of the human 
  forces away from the keep to defend the simpering 
  townsfolk 20 miles to the west. For the moment the 
  city’s defenses are minimal.”
  “Excellent,” Thoril turned to the 500 assembled 
  Hobgoblins, their armors polished, blades sharp-
  ened, and bloodlust building. “A month ago our 
  goblin allies cut off their right arm, burning their 
  eastern fields and making easy work of their weak 
  counter attack. A week ago our bugbear allies cut 
  off their left arm, burning their western mill town, 
  and making easy work of their weak counter attack. 
  Tonight - we march on their city and cut out their 
  hearts! To War!”
  The legion roared in raucous response. All but one. 
   
  Hobgoblins are a regimented, militant warrior 
  race bent on victory at arms and conquest. Given 
  their first blade at birth, hobgoblins are born 
  into conflict. A hobgoblin’s life worth is mea-
  sured by his deeds in battle, and at death his soul 
  finds its way to the eternal battlefields of Ache-
  ron. This society breeds cold, cruel creatures who 
  relish violence, though at times an individual 
  hobgoblin might yearn for a life beyond the daily 
  weapons training, forced marches, and invasions. 
  Such a hobgoblin might be you. 
  
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  DIPLOMACY WITH  
  OTHER RACES
  Hobgoblins view other races in simple 
  pragmatic terms - can we use them as 
  allies in battle or shall we look to con-
  quer their lands. To that end hobgoblins 
  tolerate or even respect other violent 
  races, while looking on in disdain at 
  those who prefer the stagnation of peace. 
  Humans – Humans may appear soft 
  and weak, but one must be cautious. 
  They can be spurred to fight, show 
  impressive tenacity on the battlefield, 
  and do not surrender easily. Still, their 
  cultivated lands are often ripe for the 
  picking. Successful conquest of a human 
  kingdom is a victory worthy of song. 
  Gnomes – Those obnoxious little 
  tinkerers and their annoying illusions. 
  If I had my way I would crush them all 
  under my boots.
  Elves - I hate elves with every fiber of 
  my being. 
  Bugbears – Bugbears are useful in 
  battle, but I would prefer them more 
  if they showed loyalty. Mercenaries are 
  useful, so long as the pay suits them, but 
  I would not trust them with vital infor-
  mation. Best to keep their orders lim-
  ited, and dismiss them when their tasks 
  are through.
  GOBLINOIDS
  Hobgoblins are the most ambitious of the gobli-
  noids, a family of humanoids that includes goblins 
  and bugbears. Hobgoblins frequently utilize their 
  goblinoid cousins in the ranks of their armies, of-
  ten hiring bugbears as shock troops and conscript-
  ing goblins as fodder. There are some scholars who 
  speculate that hobgoblins bred the first goblins 
  and bugbears to be their servants.
  WARRIORS IN BIRTH AND DEATH
  Strength of arms, glory in battle, vanquished 
  enemies and conquered lands - these are what 
  hobgoblins value most. Hobgoblins strive to 
  prove themselves in battle and value military 
  conquest above all else. They don’t fear death, for 
  they know that their souls will join the eternal 
  hobgoblin legions on the battlefields of Acheron 
  when they die.
  Hobgoblins are trained in a wide variety of 
  weapons and take pride in crafting and main-
  taining their arms and armor. They proudly wear 
  the bold colors of their tribe or legion.
  MIGHT MAKES RIGHT
  Hobgoblin territories are ruled by the strong, 
  bold, and willful hobgoblins who’ve proven 
  themselves in battle. With conquest the goal, 
  hobgoblins who lead their legions to victory earn 
  respect and garner power. Those leaders main-
  tain their positions through continued victories, 
  while ruling their subjects with the iron fist 
  those subjects expect. 
  
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  5th Edition RacEs - aasimaR | Fat Goblin Games
  STRATEGY EARNS VICTORY
  Hobgoblins are not bloodthirsty beasts who 
  rush foolishly to battle unprepared. Rather, 
  strong hobgoblin rulers are patient, long term 
  strategic thinkers interested in conquering and 
  holding lands while expanding their territories. 
  They fortify their defenses, gather their re-
  sources, scout their enemies, and devise intricate 
  strategies before an invasion. 
  CASTES AT BIRTH
  The regimented existence of hobgoblin life 
  extends to reproduction as well. Hobgoblins 
  are bred and born into a caste through selective 
  breeding meant to focus traits useful to the le-
  gion. The Rhakhan (warriors) are by far the most 
  numerous, but the Shaghal (cavalry) and Agaken 
  (spellcasters) each serve their purpose in conquest. 
  Warband leaders might arise from the ambitious 
  of any caste, using their unique traits to establish 
  dominance and guide their legion to victory. 
  HOBGOBLIN NAMES
  Hobgoblins give their offspring fierce and 
  strong names reminiscent of their militaristic 
  attitudes. As such their names tend to sound 
  guttural, whether male or female. Family 
  names are of no interest to hobgoblins.
  Male Names: Barlog, Dragomir, 
  Gauker, Kargash, Kurtul, Maxeter, 
  Tormont, Utruss, Rutt, Tyranor 
  Female Names: Ecna, 
  Erni, Cindal, Anise, 
  Venja, Jara, Mara, Ker-
  tru, Edja, Venakma
  Alternate Names: Hobgoblins frequently name 
  the armies they lead, to promote esprit de corps 
  
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  in their troops, and to instill fear in the hearts of 
  their enemies. The Marching Doom, The Roll-
  ing Thunder, The Shield Splitters, and The Red 
  Hand exemplify the names of hobgoblin legions.
  RACE TRAITS
  Your Hobgoblin character has an assortment of 
  inborn abilities that reflect its militaristic upbringing.
  Ability Score Increase The martial culture of 
  the hobgoblins ensures fitness. Your Strength 
  and Constitution scores each increase by 1.
  Age Longer lived than the weaker goblins, a 
  hobgoblin can live as long as a human, if vio-
  lence doesn’t send her to Acheron sooner. You 
  will reach adulthood at age 15 and may live as 
  many as 70 years. 
  Alignment Hobgoblin society is regimented 
  and cruel and tends towards lawful evil. Hob-
  goblin adventurers may have a more open mind-
  ed outlook.
  Basic Training Regardless of caste all hobgob-
  lins receive a basic training in arms and arma-
  ments. You are proficient with simple weapons 
  and light armor. 
  Size Hobgoblins grow to between 6 and 6 ½  ft 
  and weigh 190-240 pounds. Your size is Me-
  dium.
  Speed Your base walking speed is 30 feet.
  Darkvision You are adept at seeing in the dark. 
  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 cannot discern color in 
  darkness, only shades of gray.
  Language You can read, write and speak Com-
  mon and Goblin.
  SUBRACES
  Hobgoblins use eugenics to selectively breed 
  members into distinct castes useful for military con-
  quest. Choose one of these castes as your subrace.
  RHAKHAN
  Rhakhan is a hobgoblin word that roughly 
  translates to infantry or footsoldier in the com-
  mon tongue. The Rhakhan are the most com-
  mon caste of hobgoblins. Rhakhan comprise the 
  bulk of a legion’s front line. They are bred for 
  strength and endurance and have the following 
  traits:
  ABILITY SCORE INCREASE. Choose either 
  your Strength or your Constitution score. That 
  score increases by 1. 
  MARTIAL ADVANTAGE Once on a turn you 
  can deal an extra 7 (2d6) damage to a creature 
  you hit with a weapon attack if that creature is 
  within 5 feet of an ally that isn’t incapacitated. 
  This damage increases to 10 (3d6) at 6th level, 
  to 14 (4d6) at 11th level, and to 17 (5d6) at 16th 
  level.
  After you use your Martial Advantage you 
  can’t use it again until you complete a short or 
  long rest.
  WEAPONS AND ARMAMENTS TRAINING 
  From a young age you received extensive train-
  ing in both the handling and care of arms and 
  armaments. You are proficient with the battleaxe, 
  longsword, morningstar, pike, warhammer, long-
  bow, medium armor and shields. You are also 
  proficient with either artisan’s tools (leather-
  worker’s tools) or artisan’s tools (smith’s tools).
  
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  5th Edition RacEs - aasimaR | Fat Goblin Games
  SHAGHAL 
  Shaghal is a hobgoblin word that roughly 
  translates to cavalry in the common tongue. 
  Though less common than Dhuukul, the 
  Shaghal nevertheless play key roles as scouts, 
  spies and mounted troops. They have been bred 
  with keen senses, good instincts, and nimble feet. 
  ABILITY SCORE INCREASE. Choose either 
  your Dexterity or your Wisdom score. That score 
  increases by 1.
  CAVALRY TRAINING From a young age you 
  received extensive training in reconnaissance, 
  riding, and mounted combat. You are proficient 
  with the lance. You have advantage on Wisdom 
  (Animal Handling) checks with domesticated 
  animals. You can mount or dismount using only 
  5 feet of your movement. 
  FLEET OF FOOT You can use the Dash or 
  Disengage action as a bonus action on each of 
  your turns.
  KEEN INSTINCTS You are keenly aware of 
  your surroundings. You have advantage on Wis-
  dom (perception) checks used to notice hidden 
  threats. 
  AGAKEN
  Agaken is a hobgoblin word that roughly 
  translates to sorcery in the common tongue. 
  These very rare hobgoblins have spellcasting 
  talents that are quite valued. They are the artil-
  lery and the siege engines of a hobgoblin legion. 
  They have been bred with an eye toward intel-
  lect and willpower.
  ABILITY SCORE INCREASE. Choose either 
  your Intelligence or your Charisma score. That 
  score increases by 1.
  AGAKEN WILL You have advantage on all In-
  telligence, Wisdom and Charisma saving throws 
  used against magic.
  MAGICAL TRAINING From a young age you 
  received extensive training in offensive arcane 
  arts. You know your choice of two of the follow-
  ing cantrips - acid splash, fire bolt, poison spray, 
  ray of frost or shocking grasp.
  NEW MAGIC ITEMS
  Boots Of Forced March
  Wondrous item, uncommon
  While wearing these boots a creature can 
  travel for 16 hours before making Constitution 
  saving throws to avoid exhaustion. Additionally, 
  that creature has Advantage on each such Con-
  stitution saving throw.
  Helm Of Battlefield Command
  Wondrous item, legendary (requires attun-
  ement)
  Enchanted by the Agaken warlord Gorlaggen, 
  this magnificent gleaming silver helm with black 
  faceguard confers strength of will and confidence 
  to its wearer while bolstering nearby allies.
  Your Charisma score is 19 while you wear this 
  helmet. This feature has no effect if your Cha-
  risma score is already 19 or higher. In addition 
  the helmet has the following features -
  Battlefield Bravery - You and any allies within 60 
  feet of you who can see you have advantage on sav-
  ing throws against fear while you wear this helmet.
  Tactical Command - As a bonus action while 
  you wear this helmet, on each of your turns you 
  can issue useful tactical commands to one ally 
  within 60 feet of you who can hear you. In do-
  ing so you grant that ally one extra action. That 
  action can be used only to take the Attack (one 
  weapon attack only), Dash, Disengage, Hide or 
  Use an Object action.
  
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  Battle Cry - Once per day while you wear 
  this helmet you can issue a battle cry as a bonus 
  action that inspires all allies nearby. All allies 
  within 60 feet who can hear you gain advan-
  tage on all rolls until the start of your next turn. 
  After using the Battle Cry you cannot use the 
  Tactical Command or Battle Cry feature until 
  after you complete a long rest.
  Fog Of War Horn
  Wondrous item, uncommon (requires attun-
  ement)
  This simple looking horn is fashioned from 
  a steer. The horn has 7 charges. You can use an 
  action to blow the horn, expending 1 or more of 
  its charges to cast the fog cloud spell from it. For 
  1 charge, you cast a 1st-level version of the spell. 
  You can increase the spell slot level by one for 
  each additional charge you expend.
  The horn regains 1d6+1 expended charges 
  daily at dawn. If you expend the horn’s last 
  charge, roll a d20. On a 1, the horn crumbles 
  to ashes and is destroyed.
  NEW FEAT
  COMBAT LEADERSHIP 
  You have learned to be an inspiration to those 
  around you.
  Increase your Charisma score by 1, to 
  a maximum of 20.
  As a bonus action you may issue a 
  motivational command when a crea-
  ture that you can see within 30 feet 
  makes an attack roll or saving throw. 
  That creature can add a d4 to its roll 
  provided it can hear and understand 
  you. A creature can only benefit from one 
  such die at a time. You may use this feature 
  a number of times equal to your Charisma 
  modifier (a minimum of once). 
  You regain any expended uses of Combat 
  Leadership after you finish a short or long rest.
  
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  5th Edition RacEs - aasimaR | Fat Goblin Games
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  System Reference Document 5.0 Copyright 2016, Wizards of the 
  Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, 
  Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. 
  Cordell, Chris Sims, and Steve Townshend, based on original material by 
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  5th Edition Racial Options - Hobgoblins © Fat Goblin Games. 
  Written by Tony Petrecca
  
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