Darkvision. 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 can't discern color in darkness, only shades of gray.
Martial Training. You are proficient with two martial weapons of your choice( and with light armor.
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.
Languages. You can speak, read, and write Common and Goblin.
Alignment. Hobgoblin society in Eberron is shaped by the ideal of a strict code of honor and rigid martial discipline. Most hobgoblins are lawful, tending toward harsh enforcement of their laws.
Origin
Gain proficiency in any skill.
Learn any language, even class exclusive options.
Unarmed Fighting
TCE p42
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Battle Adept
VSS'14
Intensive training and combat experience have allowed you to master special combat maneuvers. You gain the following benefits:
You gain one battle die, which is a d6. This die is added to any battle dice you have from another source. A battle die is expended when you use it. You regain all of your expended battle dice when you finish a short or long rest, or when you roll initiative.
You learn two maneuvers of your choice from among those available to the Captain class or those available to the Grey Watchman subclass of the warden class. You use your battle dice to fuel these maneuvers. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
Staggering Strike
VSS'14
As a bonus action when you make a weapon attack against a creature, you can expend a battle die to attempt to stun a humanoid target. On a hit, the target must make a Constitution saving throw or be incapacitated until the beginning of your next turn.
Bull Rush
VSS'14
When you move at least 10 feet in a straight line and immediately make a melee weapon attack against a creature, you can use a bonus action and expend a battle die to shove the target after the attack. Add the battle die to the Strength (Athletics) check you make to shove the target. On a success, you can push the target 10 feet, instead of only 5.
Level 1: Expertise
PHB'14 p94
At 1st level, Stealth and Athletics
At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
Level 1: Sneak Attack
PHB'14 p94
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Level 1: Thieves' Cant
PHB'14 p94
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Features & Traits