The Jack
2018-03-20, 03:52 PM
Volo's guide to monsters had great fluff for hobgoblins. But when I saw what the monster race was, I was anything but impressed. be a wizard it cried, I was made for wizard it lambasted. No, No. It was not that I was looking forward to the incredibly powerful martial advantage of the monster manual, nor that I had fond memories of an older edition's entry, I was not influenced by some ancient bit of fluff suggesting the race hates the arcane, for I am a young spring child who never read the first hand source that said such... I Just think it pigeonholes wizard too much. Sure, it doesn't help that Int is a near universal dump for anyone but a wizard, and the light armour'd be nice for a sorcerer.
So I came up with a dozen ideas for the hobgoblin race (and slaughtered some of them). The only thing mandatory is darkvision, and the race is of a similar size/build/aging to humans.
Simple (human based)
Gain +1 in four different abilities of your choice, darkvision 60ft, Goblin language.
(since all fluff points towards hobgoblins being the most human-non human race, skin ears and nose notwithstanding)
Simple (V human based)
Gain +1 in two different abilities of your choice, a feat, and darkvision. Having the extra skill proficiency is something worth toying with, since darkvision might not be worth the racism that comes with being from such a tyranical race, though there's still some advantages to that racism...
Complicated.
If we're not going to grab humans and slap on the darkvision, the next best race to look at seems to be the dwarves; Remove the stonecunning, the movement speed and then prepare a debate about why the hobs could have poison resistance, and there you go. The hobgoblins are noted for potentially having either a blue nose or a red nose, and they could be indicative of subrace.
If we just listed all the features hobs could potentially have (other than darkvision) we'd have at least the following.
Attribute modifiers- The only obvious modifier is Con. With long stretches of life on the march or in warcamps, being a hardy folk is absolutely necessary to the lifestyle.
Armour training- C'mon, you were probably born in mail. You can do this the dwarven way, though I think a potentially interesting way to do this would be to add the next class of armour to proficiency; A sorcerer would get light armour, a rogue would get medium, the hexblade could get heavy, and a fighter could get an unarmoured defence... It's a bit weird with rangers'n barbarians, who don't necessarily want heavy, but there's no redundancy there. Either way, Hobs in armour's a solid thematic pick.
Weapon training- Handaxes, Longswords (religious choices, also very suitable to the lifestyle). Potentially flails (religious choice) a polarm (rational choice) and a ranged weapon (rational choice).
Artisan's tools- Ideally One item that'd be very useful in a warband (yes to cooks and the carpenters who'll be ever valuable in the creation of siege equipment, no to jewelers or painters, you could argue paint as a strategic tool or woodcarving as a morale tool, but you don't really need to be -skilled- for that kind of thing.) Dwarves only get a choice of brewers,smiths and masons, so if we need to restrict it to three; Carpenter, Cartographer... maybe smith? I don't really see anything other than Carp/Cart that'd be good to have soldiers learn en mass.
Resilience I'm not going to push this one because it came more from the dwarf idea, but poison resilience would be ever so appropriate considering the health hazards of warbands. Disease and poisonous sabatage is rife in war, and the Hobs would be so much better off with this attribute.
Martial advantageDistancing the hobgoblin from dwarves; the thing from the monster manual is absolutely diabolical at even lower levels, and would be ruthlessly ruined by players. Three ideas could take it's place
-add a d4 to attack/damage rolls against opponents adjacent to allies.
-Get the martial adept feat, with three moves and two d6, which is totally what that feat should be.
-Give one ally a reaction attack when you attack a person in range of them.
Diplomacy, or the benefits of being stereotypically lawful evil
Known for handling Worgs,ravens, axebeaks, apes and more, Ogres,Giant Vultures, Manticores, carrion crawlers and so much more have been known to join them in service, and they have pledged services to dragons, beholders, giants and kingdoms. Hobgoblins are second only to mankind in enlisting the aid of other beasts and races, and usually have them beat when it comes to exotics.
I had a few ideas on how this could effect mechanics, but I'd either over generalise or this'd be very longwinded. I'm very interested in this idea that Hobgoblins view themselves as fair, and practice high standards of civility to each other and all races because they just can't stand being insulted. Perhaps they all aught to have persuasion..
But.. for the most part, pretty similar to a dwarf makes a good hobgoblin. Maybe people prefer humans.
Now as far as NPCs go, most of the "any humanoid" races work in augmenting a hobgoblin army (Thug, Knight,Veteran,cultist, Archmage, Warlord (the better volo version), Gladiator, guard... though I suspect they don't care for druids given how much they'd deforest. Their god selection restricts means plenty of clerics of war and paladins of conquest. Most warlocks would want to avoid chaotic patrons.
Now, for "new" monster stat blocks.
War Ogre (half Ogre)
Probably Cr5
Large giant, NE for Hobgoblin breeds, CE otherwise
AC 15 (half plate)
HP 112 (15d8+45)
Str 19, dex 12,con 16, int 7, wis 9, Cha 10
Profeciencies; athletics +7, intimidation +3
Multi attack
Halberd, +7 2d10+5
Sling, +4 2d8.
"If it's good for war, you should breed it"
Vulture rider- coming soon
Alchemist- coming soon.
So I came up with a dozen ideas for the hobgoblin race (and slaughtered some of them). The only thing mandatory is darkvision, and the race is of a similar size/build/aging to humans.
Simple (human based)
Gain +1 in four different abilities of your choice, darkvision 60ft, Goblin language.
(since all fluff points towards hobgoblins being the most human-non human race, skin ears and nose notwithstanding)
Simple (V human based)
Gain +1 in two different abilities of your choice, a feat, and darkvision. Having the extra skill proficiency is something worth toying with, since darkvision might not be worth the racism that comes with being from such a tyranical race, though there's still some advantages to that racism...
Complicated.
If we're not going to grab humans and slap on the darkvision, the next best race to look at seems to be the dwarves; Remove the stonecunning, the movement speed and then prepare a debate about why the hobs could have poison resistance, and there you go. The hobgoblins are noted for potentially having either a blue nose or a red nose, and they could be indicative of subrace.
If we just listed all the features hobs could potentially have (other than darkvision) we'd have at least the following.
Attribute modifiers- The only obvious modifier is Con. With long stretches of life on the march or in warcamps, being a hardy folk is absolutely necessary to the lifestyle.
Armour training- C'mon, you were probably born in mail. You can do this the dwarven way, though I think a potentially interesting way to do this would be to add the next class of armour to proficiency; A sorcerer would get light armour, a rogue would get medium, the hexblade could get heavy, and a fighter could get an unarmoured defence... It's a bit weird with rangers'n barbarians, who don't necessarily want heavy, but there's no redundancy there. Either way, Hobs in armour's a solid thematic pick.
Weapon training- Handaxes, Longswords (religious choices, also very suitable to the lifestyle). Potentially flails (religious choice) a polarm (rational choice) and a ranged weapon (rational choice).
Artisan's tools- Ideally One item that'd be very useful in a warband (yes to cooks and the carpenters who'll be ever valuable in the creation of siege equipment, no to jewelers or painters, you could argue paint as a strategic tool or woodcarving as a morale tool, but you don't really need to be -skilled- for that kind of thing.) Dwarves only get a choice of brewers,smiths and masons, so if we need to restrict it to three; Carpenter, Cartographer... maybe smith? I don't really see anything other than Carp/Cart that'd be good to have soldiers learn en mass.
Resilience I'm not going to push this one because it came more from the dwarf idea, but poison resilience would be ever so appropriate considering the health hazards of warbands. Disease and poisonous sabatage is rife in war, and the Hobs would be so much better off with this attribute.
Martial advantageDistancing the hobgoblin from dwarves; the thing from the monster manual is absolutely diabolical at even lower levels, and would be ruthlessly ruined by players. Three ideas could take it's place
-add a d4 to attack/damage rolls against opponents adjacent to allies.
-Get the martial adept feat, with three moves and two d6, which is totally what that feat should be.
-Give one ally a reaction attack when you attack a person in range of them.
Diplomacy, or the benefits of being stereotypically lawful evil
Known for handling Worgs,ravens, axebeaks, apes and more, Ogres,Giant Vultures, Manticores, carrion crawlers and so much more have been known to join them in service, and they have pledged services to dragons, beholders, giants and kingdoms. Hobgoblins are second only to mankind in enlisting the aid of other beasts and races, and usually have them beat when it comes to exotics.
I had a few ideas on how this could effect mechanics, but I'd either over generalise or this'd be very longwinded. I'm very interested in this idea that Hobgoblins view themselves as fair, and practice high standards of civility to each other and all races because they just can't stand being insulted. Perhaps they all aught to have persuasion..
But.. for the most part, pretty similar to a dwarf makes a good hobgoblin. Maybe people prefer humans.
Now as far as NPCs go, most of the "any humanoid" races work in augmenting a hobgoblin army (Thug, Knight,Veteran,cultist, Archmage, Warlord (the better volo version), Gladiator, guard... though I suspect they don't care for druids given how much they'd deforest. Their god selection restricts means plenty of clerics of war and paladins of conquest. Most warlocks would want to avoid chaotic patrons.
Now, for "new" monster stat blocks.
War Ogre (half Ogre)
Probably Cr5
Large giant, NE for Hobgoblin breeds, CE otherwise
AC 15 (half plate)
HP 112 (15d8+45)
Str 19, dex 12,con 16, int 7, wis 9, Cha 10
Profeciencies; athletics +7, intimidation +3
Multi attack
Halberd, +7 2d10+5
Sling, +4 2d8.
"If it's good for war, you should breed it"
Vulture rider- coming soon
Alchemist- coming soon.