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    Pixie in the Playground
    Join Date
    Mar 2018

    Default Kingdoms of Kalamar Hobgoblin 5e conversion

    Tried my hand on 5e race conversion, this is based on different standard hobgoblin concepts and Kingdoms of Kalamar versions through the years. Most features are toned down versions of official books. All critique welcome.


    Kingdoms of Kalamar Hobgoblin 5e

    The hobgoblins chanted as they marched towards the gate of their former tribe chief’s house. The rhythm of their song matched the
    rhythm of their feet and the warriors on the inside of the compound began to shake.
    When the troop reached the gate, a large hobgoblin at the head of the column stepped forward and called to the hobgoblins inside.
    “Brothers, hear me. We have you surrounded and outnumbered. There is no chance for escape, and no chance for victory. If you swear
    allegiance to me, we will forgive the murder of our former chief.”
    From the other side of the gate, another large hobgoblin emerged. His armor was bloodied, as was his scimitar. A fresh cut still bled on his face.
    “We hear you, brother, but we do not submit. We made the same offer to your brethren, the chief and his guards, and they refused,
    choosing to keep their honor. And now we will do the same. We would rather fight to the death than break our own oaths.”
    “Very well. May you die with honor.”

    - fragment from the Tale of Gulak and the Warring Tribes


    Hobgoblin characters have certain characteristics in common with all other hobgoblin.

    Ability Score Increase. Your Constitution score increases by 2.

    Age. Hobgoblins on average mature slower than humans do and reach adulthood around the age o f 25. They live much longer than humans, however, well into the latter half of his or her second century.

    Alignment. Hobgoblin society is built on fidelity to a rigid, unforgiving code of conduct. Most hobgoblins are extremely disciplined and honorable, seeking to enforce the order with which they live their lives onto the world making tending towards Lawful. They are often brutal, cruel and cold with their means as well, so they tend not to be good.

    Size. Hobgoblins generally stand between 5,5 and 7 feet tall and average around 225 pounds. Your size is Medium.

    Speed. Your base walking speed is 30 feet.

    Darkvision. Hobgoblin eyes are excellent at seeing in near and total darkness. You can see in dim light within 60 feet o f you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

    Martial Advantage. Once per turn, when you hit with a weapon attack on a creature that is adjacent to an ally, you may add your proficiency bonus to damage.

    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.

    Subrace. Hobgoblin subraces include the Krangi and Kargi, along with the lesser Dazlak, Kors, and Rankki. Choose one of these subraces.



    Krangi

    Ability Score Increase. Your Dexterity score increases by 1.

    Age. Krangi hobgoblins mature about the same speed than humans do and reach adulthood around the age o f 22. They
    live much longer than humans, however, often exceeding 190 years.

    Alignment. Krangi are traditionally lawful evil, but individuals with a chaotic evil, neutral evil, or lawful neutral alignment do exist.

    Size. Krangi also tend to be lighter than the typical hobgoblin. They stand between 5’5" and 7’3" and weigh between 145 and 330 pounds. Females being 3” shorter and 15 lbs lighter on average.

    Krangi Martial Training. During their childhood, all Krangi are instructed in the ways of war. They are taught the six weapons of the Blacksoul (short sword, halfspear, longsword, dagger, crossbow and javelin), how to wear armor and use shields, and are expected to be proficient in their use.

    Keen Senses. Years of fighting have honed the Krangi senses and made them exceptionally alert creatures. You have proficiency in the
    Perception skill.

    Languages. Hobgoblin(Krangi), Goblin and Battletongue. Bonus Languages: Krangi typically speak Merchant’s Tongue, Orcish, Kalamaran, Brandobian.



    Kargi

    Ability Score Increase. Your Dexterity score increases by 1.

    Age. Kargi hobgoblins mature slower than humans do and reach adulthood around the age o f 25. They live much longer than humans, however, often exceeding 210 years.

    Alignment. Kargi are traditionally lawful evil. Lawful neutral is perhaps the second most common alignment, but individuals with a chaotic evil or neutral evil alignment are not unheard of.

    Size. Kargi stand between 5’3" and 7’1" and weigh between 155 and 340 pounds. Females being 3” shorter and 15 lbs lighter on average.

    Keen Senses.
    The Kargi are exceptionally alert creatures. You have proficiency in the Perception skill.

    Sneaky. Years of hunting and being hunted have made the Kargi adept at not being seen. You are proficient in the Stealth skill.

    Kargi Resilience. Growing up in a climate of rampant disease has made the Kargi especially resistant to diseases and poison. You have advantage on saving throws against disease and poison.

    Tropical native. Whenever you make a Survival check in a tropical climate, you are considered proficient in the Survival skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. The Kargi have learned to adapt to their harsh environment, and can now use it to thrive.

    Languages. Hobgoblin(Kargi), Goblin and Battletongue. Bonus Languages: Almost all Kargi speak Svimohzish fluently, as well as Merchant’s Tongue, Brandobian, and Orcish.



    Kors

    Ability Score Increase. Your Dexterity score increases by 1.

    Age. Kors hobgoblins mature faster than humans do and reach adulthood around the age o f 15. They live much longer than humans, however, often exceeding 180 years.

    Alignment. Kors tend to be lawful evil, although other evil alignments are quite possible, as is lawful neutral.

    Size. Kors stand between 5’3" and 7’1" and weigh between 155 and 340 pounds. Females being 3” shorter and 15 lbs lighter on average.

    Sneaky. The Kors have a natural instinct when it comes to staying out of sight. You are proficient in the Stealth skill.

    Expert Metalworkers. Whenever you make an appraisal or craft ability check when dealing with armor, weapons, and raw metals, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. Due to their background in mining and warfare, the Kors know their metals and weapons very well.

    Languages. Hobgoblin(Tikor), Kalamaran + one extra language. Bonus Languages: Merchant’s Tongue, Dwarven, Orcish, Goblin, and Draconic. The Kors are familiar with the languages of their enemies and allies, who are often one and the same.



    Dazlak

    Ability Score Increase. Your Dexterity score increases by 1.

    Age. Dazlak hobgoblins mature slower than humans do and reach adulthood around the age o f 30. They live much longer than humans, however, often exceeding 185 years.

    Alignment. Most Dazlak are lawful evil, followed by lawful neutral. Renegades follow any religions and might follow any alignment.

    Size. The Dazlak have a modified muscle structure, and as such resemble smaller, leaner hobgoblins. They stand between 4’11" and 6’3" and weigh between 130 and 250 pounds. Females being 2” shorter and 10 lbs lighter on average.

    Superior Darkvision. The Dazlak live within extensive cave structures hidden in the hills and deserts of eastern Tellene. As a result, their eyes are exceptionally keen in the near dark or dark, having developed the ability to see up to 120 feet.

    Adapted to the sands. Whenever you make a Survival check in a desert, you are considered proficient in the Survival skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. The Dazlak have adapted and thrived in the harsh desert
    climate, and as a result are very skilled at surviving there.

    Energy Efficient. Dazlak require only half the normal amount of food and water that a human needs to survive. In addition, Dazlak can function for 48 continuous hours without food, water or sleep and still suffer no penalties.

    Languages. Hobgoblin(Dazlak), Battletongue and one language of your choice. Bonus Languages: Goblin, Dejy (choose dialect: Khydoban, northern, southern, or minor dialect), Reanaarese, Merchant’s Tongue.



    Rankki

    Ability Score Increase. Your Strength score increases by 1.

    Age. Rankki hobgoblins mature slower than humans do and reach adulthood around the age o f 27. They live much longer than humans, however, often exceeding 170 years.

    Alignment. Rankki are traditionally lawful evil. Chaotic evil is also common, as are neutral evil and lawful neutral.

    Size. Rankki height matches that of other hobgoblins, but generally weigh 10 to 20 pounds more. Rankki stand between 5’4" and 7’2" and weigh between 170 and 355 pounds. Females being 2” shorter and 10 lbs lighter on average.

    Keen Senses.
    The Rankki have honed their senses through generations of hunting and tracking game. You have proficiency in the Perception skill.

    Conquer the elements. Whenever you make a Survival check dealing with weather, you are considered proficient in the Survival skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Surviving in the wild lands means knowing when bad
    weather is coming.

    Northern resilience. The Rankki have adapted to their colder surroundings over the many years. You have advantage on saving throws against cold.

    Languages. Hobgoblin(Rankki), Fhokki and Battletongue. Bonus Languages: Goblin, Dejy (choose dialect), Kalamaran, Merchant’s Tongue.





    Right now considering the “Detect Balance” guidelines the races rate around dwarven and elven power levels. Krangi and Kargi rate 8 , the Kors rate 7, and the Dazlak and Rankki are at 6.75.


    Since WotC 5e conversion guide considers ability score reductions appropriate for monstrous races, then firsthand balance options seem to be:

    Krangi: -1 Charisma
    Kargi: -1 Charisma
    Dazlak: -1 Strength
    Kors: -1 Charisma
    Rankki: -1 Dexterity

    - for subracial balance giving Dazlak and Rankki proficiency in Survival.
    Last edited by bastard.zen; 2018-03-16 at 11:46 PM. Reason: making pretty

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