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Hobgoblin Wizard 5e D&D Guide

Hobgoblin Wizard 5e D&D Guide

Hailing from a tribe of sharp-toothed Hobgoblins, this enigmatic sorcerer thrives on bending reality to their will.

Hobgoblin Wizards see magic as more than a tool; it’s an art form, a dance of intellect and imagination. Their spells are the brushstrokes on the canvas of reality, painting vivid scenes of deception, illusion, and enchantment.

Wizards of this breed possess a special knack for strategizing on the battlefield. A Hobgoblin Wizard is the kind of sage who’s not afraid to drop a fireball on their enemies, only to calmly sip a cup of tea as chaos unfolds around them.

Hobgoblin Wizards are also cunning diplomats, striking deals and manipulating situations to their advantage. And when words fail, they fall back on their enchanting array of spells to turn the tides of fate, leaving their foes dazed and bewildered.

Creating a Hobgoblin Wizard

Hobgoblins

Hobgoblins know only war – their glories are the dreams that inspire them, and their horrors aren’t featured in their nightmares.

There is no such thing as cowardice among Hobgoblins, as most will rather accept death than be called a coward.

This is because they carry their living acts into the afterlife, and carrying cowardice doesn’t bode well in the hereafter.

SkinCoarse fur throughout their bodies with gray or red-brown skin, and their faces are also red or orange
Hair (Including their Beard)Large males: May have beards and often have male-pattern baldness
EyesYellowish or dark brown
NoseLarge males: Blue or red noses
MouthOrc-like teeth that are usually yellow

Note: These features can be slightly changed or modified if some variations don’t fit your character.

Hobgoblin Subraces

There is one playable subrace for the Hobgoblin, which is an alternative to the traditional Hobgoblin race.

Hobgoblin of the Feywild (UA) – Hobgoblins native to the Feywild are much friendlier but also deadlier than normal Hobgoblins.

Their stats are similar to normal Hobgoblins, but they fit more classes. They also have a natural advantage on saving throws against charmed conditions as well as being able to grant a Fey Gift to others or themselves.

Wizard Class Features

Hit Points

Hit Dice1d6 per Wizard level
HP at level 16 + Constitution modifier
HP at Higher levels1d6 (or 4) Constitution modifier per Wizard level after level 1

Proficiencies

ArmorNone
WeaponsDaggers, Darts, Slings, Quarterstaffs, Light crossbows
ToolsNone
Saving ThrowsIntelligence, Wisdom
SkillsChoose two – Arcana, History, Insight, Investigation, Medicine, and Religion

Wizard Arcane Traditions

Upon reaching level 2 as a Wizard, you can choose between 13 different Arcane Traditions you can adopt, each shaping your practice of magic through one of the schools.

Abjuration – Wizards who adopt the School of Abjuration will have their magic emphasize banishes, blocks, and protects. 

Detractors have controversial takes on this tradition, stating that it focuses on negative negation rather than positive assertion.

Most spellcasters understand this to be a lie, mere verbal debauchery to please the hearts of the lazy and undisciplined.

Bladesinging – Adopting the Bladesinging tradition incorporates a dance of swords into your wizardry and was originally created by Elves.

A bladesinger is taught to use elegant maneuvers to protect himself from attacks, allowing him to channel magic into cunning defense or devastating attacks. 

Those who have observed bladesingers at work recall the display as one of the most beautiful experiences in their life.

Chronurgy – Wizards who adopt Chronurgy magic focus on time manipulation, altering reality to their liking.

Chronurgy Wizards use increasing anticipatory dunamis energy to bend the flow of time, granting their allies an advantage in mere milliseconds.

Conjuration – Wizards following the School of Conjuration focus on spells that produce creatures, effects, and objects out of nowhere.

They can summon growing clouds of damaging fog or summon creatures from a different realm to assist their allies. Masters of Conjuration can even teleport themselves to other planes of existence instantaneously.

Divination – Wizards adopting the School of Divination strive to uncover the veils of consciousness, time, and space. These Wizards master spells that provide them with enlightenment, foresight, remote viewing, and supernatural knowledge.

Divination Wizards are often hired by commoners and even royals, as many people seek a clearer understanding of their past, present, and future.

Enchantment – Wizards belonging to the School of Enchantment aim to master magic that charms and entrances people and monsters.

These enchanters are contrasted with becoming peacemakers who beguile violent creatures to put down their arms or tyrants who bind the unwilling to serve them for eternity. Most enchanters will fall somewhere in between.

Evocation – Adopting the School of Evocation allows a Wizard to study magic that creates powerful elemental effects like burning acid, bitter cold, cracking lightning, rolling thunder, and searing flame.

Evokers can find employment in military forces where they serve as magical artillery to blast enemies from far away. Others use their evocations to protect the weakest of society, and some even become adventurers, tyrants, or bandits.

Graviturgy – Graviturgy Wizards aim to understand and learn spells that drive bodies of matter apart and draw them together, learning to manipulate and bend gravity’s violent energy to their benefit or the destruction of their enemies.

Illusion – Wizards belonging to the School of Illusion focus their studies on magic that confuses the mind, confuses the senses, and tricks even the most brilliant minds.

Their magic is subtle, but these keen illusions can make even the most absurd things seem real. 

There are even illusionists – like gnome wizards – who are clever tricksters and entertainers. Unfortunately, others misuse their power to become masters of deception. Frightening and fooling those who cannot see through their sham.

Necromancy – Necromancy Wizards explore the cosmic forces of death, life, and undeath, learning to manipulate the energies that animate all living things.

Those who progress in this tradition learn to sap the life force from creatures, destroying their bodies and using their life essence as magical power.

Necromancers aren’t necessarily evil. However, many of their practices are considered taboo by certain societies.

Order of Scribes – Wizards belonging to the Order of Scribes are the very essence of Wizardry, primarily focused on recording magical discoveries for all Wizards to use and even magically altering their book and turning it into a trusted companion.

The Order of Scribes is described as the most literary tradition, even among Wizards who are known for studying magic intensively and never stopping, even after becoming masters. Most Wizards don’t even travel without having their books or scrolls handy.

Transmutation – Transmutation Wizards use spells that modify matter and energy, delighting in being an agent of change. Their spells allow them to alter both mental qualities and physical forms.

Transmuters are sometimes prankers or tinkerers who turn people into toads or transform copper into silver, while others take studying very seriously, wanting the power to create and destroy worlds.

War Magic – Wizards who embrace War Magic use the principles of abjuration and evocation, which teaches them how to empower their spells and bolster their defense.

Those who follow this tradition are called War Mages, and they use their magic to deal devastating blows and block any counterattacks with their increased defenses.

War Mages usually work with Evokers and Abjurers, often being teased by Evokers because of their split attention.

Combining Wizard With Hobgoblin

Determining Your Wizard Subclass

Choosing your ideal subclass is subjective, but if your objective is optimization, try understanding what your character wants to do and what stats fit best with their subclass.

ClassRole
School of AbjurationController/Support
BladesingingStriker
Chronurgy MagicController/Support/Utility Caster
School of ConjurationController/Defender/Utility Caster
School of DivinationSupport/Utility Caster
School of EnchantmentController/Defender/Support
School of EvocationBlaster/Striker
Graviturgy MagicBlaster/Controller/Support
School of IllusionController/Face/Support/Utility Caster
School of NecromancyBlaster/Controller/Healer/Support
Order of ScribesLibrarian/Support/Utility Caster
School of TransmutationController/Defender/Support/Utility Caster
War MagicBlaster/Defender/Striker

Optimal Hobgoblin Subrace

Hobgoblins are a suitable race for Wizards, especially those who want to become Bladesingers or play more of a supportive/utility-based role.

The standard Hogblin and Hobgoblin of the Feywild are good choices if you want to become a wizard. The standard Hobgoblin has a bonus to its Constitution (2) and Intelligence (1), while the Hobgoblin of the Feywild allows you to pick and increase your ability scores yourself.

The main factor when choosing between the two would be their features, specifically that the standard Hobgoblin has better martial features. In contrast, the Hobgoblin of the Feywild has better spellcasting capabilities (specifically for support/utility).

So, if you want to become a Bladesinger, choosing the standard Hobgoblin will be best, while the Hobgoblin of the Feywild will be best for those looking to take a purely spellcasting role.

Your Hobgoblin Wizard Background

Your Hobgoblin Wizard needs a unique background that will affect its choices, how it sees the world, and what it wants to achieve.

Start by asking yourself some basic questions: Where were they born, and where did they come from? Do they have any goals, bonds, or ideals, and what are their flaws? Where do they belong in social circles and society as a whole? What inspires them?

Place of Birth

Think of the environment a Hobgoblin Wizard grew up in and how it affected them physically and emotionally and eventually shaped their view of the world.

Try to make their place of birth and upbringing correspond with their personality traits, ideals, bonds, and flaws – this will truly bring their character alive.

Note: The birthplaces of races are usually mentioned in the Player’s Handbook or some of its expansion books.

Characteristics and Personality Traits

(Short outline of characteristics; are they proud, violent, or angry, and how does their class affect their personality).

Hobgoblin Wizard Examples:

  • I’m always polite and respectful.
  • I’ll settle for nothing less than perfection.

Ideals, Bonds, and Flaws

Ideal – Express one ideal that is a driving force in a Hobgoblin Wizard’s life – their conviction, ethical principle, and moral standing.

All people deserve to be handled with respect and dignity.

Bonds – Think of a single bond that your Hobgoblin Wizard has to an event, person, or place. Bonds will tie them to their background and can inspire bravery or stimulate memories driving them against their ideals.

I protect those who cannot protect themselves.

Flaws – Choose a single flaw for a Hobgoblin Wizard – their unhealthy compulsion, greatest fear/weakness, or most vile vice.

I am easily distracted if information is promised.

Inspiration

Inspiration can be used by the DM to reward you for playing according to your bond, personality traits, ideals, and flaw.

Even though I’m a Hobgoblin, I’ve realized how important it is to treat others respectfully and learn as much about the world as possible.

Note: If you’re struggling to create your background or just don’t want to think, the Player’s Handbook has well-thought-through backgrounds that you can use for your character or use as a mold.

Supplies and Gear For Hobgoblin Wizards

Wizards start with the following equipment, together with the equipment from their background. Choosing equipment based on your situation and your character’s proficiencies is the easiest way to go about things.

  • (a) Quarterstaff or (b) Dagger
  • (a) Component pouch or (b) Arcane focus
  • (a) Scholar’s pack or (b) Explorer’s pack
  • Spellbook

You can decide how your character came about these goods – whether they stole, inherited, or purchased them some time back – adding to your character’s background.

Note: Using your starting wealth, you can buy your equipment (4d4 x 10 GP for Wizards).

Final Thoughts

Hobgoblins are known for their inhuman agility, but when this is combined with the powerful magic and knowledge of a Wizard, they become an even greater force.

Having a Hobgoblin Wizard in your party provides you with a source of great knowledge and someone to intimidate those who aim to take advantage of you.

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