This is homebrew, submitted by a member of the community.
Hobgoblin - Breach of Illthaum
Hobgoblin - [i]Breach of Illthaum [/i]
Medium Creature, Lawful Evil, Level 7 BarbarianMedium Creature, Lawful Evil, Level 7 Barbarian
Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.
Nomog-Geaya’s Gift-Hobgoblins now have an Armblade morphed into their left arm and an Armaxe fused into their right.
-Immune to being Frightened.
-+2 AC
Multiattack The Hobgoblin can make three attacks, one with its Armaxe and two with its Armblade.
Feral Instinct Advantage on initiative rolls, cant be surprised if you rage.
[b]Martial Advantage.[/b] Once per turn, the hobgoblin can deal an extra 7 ([2d6]) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.
[b]Nomog-Geaya’s Gift[/b]
-Hobgoblins now have an Armblade morphed into their left arm and an Armaxe fused into their right.
-Immune to being Frightened.
-+2 AC
[b]Multiattack[/b] The Hobgoblin can make three attacks, one with its Armaxe and two with its Armblade.
[b]Feral Instinct[/b] Advantage on initiative rolls, cant be surprised if you rage.
Actions
Armaxe Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing
Armblade Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing
Rage:Wild Magic- 1d8(Bonus Action)
1. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain temporary hit points equal to 1d12 plus your barbarian level.
2. You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
3. An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.
4. Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
5. Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.
6. Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
7. Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.
8. A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
Bolstering Magic:
Harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:
-For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.
-Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature’s choice). Once a creature receives this benefit, that creature can’t receive it again until after a long rest.
[b]Armaxe [/b] Melee Weapon Attack: [+7] to hit, reach 5 ft., one target. Hit: 9 ([1d8+5]) slashing
[b]Armblade[/b] Melee Weapon Attack: [+7] to hit, reach 5 ft., one target. Hit: 9 ([1d8+5]) slashing
[b]Rage:[/b][i]Wild Magic[/i]- [1d8](Bonus Action)
1. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take [1d12] necrotic damage. You also gain temporary hit points equal to [1d12] plus your barbarian level.
2. You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
3. An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take [1d6] force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.
4. Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
5. Whenever a creature hits you with an attack roll before your rage ends, that creature takes [1d6] force damage, as magic lashes out in retribution.
6. Until your rage ends, you are surrounded by multicolored, protective lights; you gain a [+1] bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
7. Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.
8. A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take [1d6] radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
[b]Bolstering Magic:[/b]
[i]Harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:[/i]
-For 10 minutes, the creature can roll a [d3] whenever making an attack roll or an ability check and add the number rolled to the [d20] roll.
-Roll a [d3]. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature’s choice). Once a creature receives this benefit, that creature can’t receive it again until after a long rest.
Legendary Actions
Details
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