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Kug'chi

1 Level (50/300 XP for level-up) Last of the Kobicon Clan Background Kobold Race / Species / Heritage Chaotic Good Alignment
Rogue
Level 1
Hit Dice: 1/1
1d8+3 Class 1

STR
14
+2
DEX
18
+4
CON
16
+3
INT
14
+2
WIS
12
+1
CHA
11
+0
11
Hit Points
+4
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
Spellcasting ...
+4 Attack mod
INT Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+6 Dexterity
+3 Constitution
+4 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+4 Acrobatics DEX
+1 Animal Handling WIS
+2 Arcana INT
+2 Athletics STR
+2 Deception CHA
+2 History INT
+3 Insight WIS
+0 Intimidation CHA
+2 Investigation INT
skills
+1 Medicine WIS
+2 Nature INT
+5 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+2 Religion INT
+8 Sleight of Hand DEX
+6 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +6 DEX 1d4+4 piercing
 Simple, Finesse, Light, Thrown, Nick, Range (20/60)
Rapier +6 DEX 1d8+4 piercing
 Martial, Finesse, Vex
Shortbow +6 DEX 1d6+4 piercing
 Simple, Ammunition, Range, Two-Handed, Vex, Range (80/320)
Unarmed Strike/Improvised Weapons +4 STR 1d4+2 bludgeoning
 Tavern Brawler
Sorcerous Burst +4 INT 1d8 varies
 Magic
Sneak Attack +0 CHA 1d6
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Sorcerous Burst +4 1 action 120 ft Instantaneous 1d8 VS
 Notes:Choose acid, cold, fire, lightning, poison, psychic or thunder damage at cast time. Say "קללת האלים עליך. (Kilalot ha'alim alech'ah.)" while making a motion as if throwing a dagger at the target.
Dagger (x2), Leather Armor, Rapier, Shortbow, Traveler's Clothes, Quiver, Arrows (x20)

Pouch (4 pp, 27 gp, 16 sp, 18 cp)

Pouch (Ball Bearings (x1000))

Pouch (Caltrops (x20))

Backpack: Bell, Candle (x10), Crowbar, Holy Water (x2), Ink, Ink Pen, Leatherworkers' Tools, Parchment (x20), Potion of Healing (x2), Rations (x4), Thieves' Tools, Tinderbox, Traveler's Clothes

Equipment Copper: 18, Silver: 16, Electrum: 0, Gold: 27, Platinum: 4 Money
Light Armor
Crossbow, Hand, Rapier, Scimitar, Shortsword, Simple Weapons, Whip
Leatherworker's Tools, Thieves' Tools
Common, Common Sign Language, Draconic, Dwarvish, Halfling, Thieves’ Cant

Languages & Proficiencies
Kug'chi was a member of one of the small bands of Kobolds on the Bright Isles. His band had vowed not to take sides during Xylaaria's return. Shortly after he had come of age, while he was out hunting, one of the larger bands supporting the Shackled Queen raided his home. When his kin resisted, the invaders slew them out of hand. When he saw the carnage, he was devastated. He fled the area without a thought.

As dawn approached, Kug'chi reached the coast. To his surprise, he found the wreckage of a small boat strewn along the rocky shore. As he crept closer, he realized a survivor was among the debris. Not in the mood for any more senseless loss of life, he started a small fire, erected a makeshift shelter from the debris and began tending to the halfling sailor.

Over the next few days, the sailor recovered somewhat. It was quickly evident that he was unable to speak. Over the following days, the sailor, Falder Rumbleeyes, taught Kug'chi several things. The first was Common Sign Language. Although he could not speak, soon, they could communicate efficiently and silently. The second was improved survival skills. They strengthened and enlarged the shelter and began to dry and store smoked fish and game. The third was the use of Leatherworker's Tools. He learned to tan hides and fashion gear from the leather.

After a couple of years together, Falder waded into the surf to attempt to spear a large fish. He encountered a Giant Lightning Eel and was gone before Kug'chi reached him. Kug'chi packed up everything he could carry and began trekking across the island. He began to slip into the camps of other bands of kobolds and take the gear he could not fashion for himself. It was during this time that he made his big score.

One of the bands had captured a human thief. Kug'chi stole the rogue's pack, cut the thong on his cage, and then slipped into the night. While the human escaped, Kug'chi now had access to new gear, including Thieves' Tools. These significantly enhanced his abilities and he quickly became skilled with them.

He continued moving about the island, avoiding notice from any of the kobold bands until, one day, he came upon a new structure. Camping in the badlands nearby, he observed. Ascertaining that kobolds, dwarves, and other races were working together, he joined in. Affiliating himself with the Kobolds of Fort Holymount, he was quickly accepted and helped wherever asked. Now, much of the work that he can do is complete, so he spends his days hunting, tanning leather and crafting items for the others in the enclave. He still helps himself to a five-finger discount if the opportunity presents itself, but never from anyone affiliated with Fort Holymount or the new Temple of Hanseath.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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The statblocks of your class features

Rogue (PH 2024)

Rogues rely on cunning, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem. A few even learn magical tricks to supplement their other abilities. Many Rogues focus on stealth and deception, while others refine skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks. In combat, Rogues prioritize subtle strikes over brute strength. They would rather make one precise strike than wear an opponent down with a barrage of blows. Some Rogues began their careers as criminals, while others used their cunning to fight crime. Whatever a Rogue’s relation to the law, no common criminal or officer of the law can match the subtle brilliance of the greatest Rogues.
hit dice: 1d8
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 5 + your Constitution modifier
armor proficiencies: Light Armor
weapon proficiencies: Simple weapons and Martial weapons that have the Finesse or Light property
tools: Thieves’ Tools
saving throws: Dexterity and Intelligence
skills: Choose 4: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth
starting equipment:
Choose A or B: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thieves’ Tools, Burglar’s Pack, and 8 GP; or (B) 100 GP
spellcasting:
class features:
As a Rogue, you gain the following class features when you reach the specified Rogue levels. These features are listed in the Rogue Features table.  
Expertise
You gain Expertise in two of your skill proficiencies of your choice.   At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.  
Sneak Attack
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 roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage’s type is the same as the weapon’s type.   You don’t need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn’t have the Incapacitated condition, and you don’t have Disadvantage on the attack roll.   The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.  
Thieves’ Cant
You picked up various languages in the communities where you plied your roguish talents. You know Thieves’ Cant and one other language of your choice.  
Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.   Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.  
Cunning Action
Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.  
Rogue Subclass
You gain a Rogue subclass of your choice. A subclass is a specialization that grants you features at certain Rogue levels. For the rest of your career, you gain each of your subclass’s features that are of your Rogue level or lower.  
Steady Aim
As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven’t moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.  
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 8, 10, 12, and 16.  
Cunning Strike
You’ve developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack’s damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack’s damage before rolling.   If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.   Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.. To use this effect, you must have a Poisoner’s Kit on your person. Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.   Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.  
Uncanny Dodge
When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack’s damage against you (round down).  
Evasion
You can nimbly dodge out of the way of certain dangers. When you’re subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can’t use this feature if you have the Incapacitated condition.  
Reliable Talent
Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.  
Improved Cunning Strike
You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.  
Devious Strikes
You’ve practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.   Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.   Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.   Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.  
Slippery Mind
Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.  
Elusive
You’re so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.  
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify.  
Stroke of Luck
You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.   Once you use this feature, you can’t use it again until you finish a Short or Long Rest.
subclass options:

Arcane Trickster

Enhance Stealth with Arcane Spells

Some Rogues enhance their fine-honed skills of stealth and agility with spells, learning magical tricks to aid them in their trade. Some Arcane Tricksters use their talents as pickpockets and burglars, while others are pranksters.  
Spellcasting
You have learned to cast spells. Cantrips. You know three cantrips: Mage Hand and two other cantrips of your choice from the Wizard spell list. Whenever you gain a Rogue level, you can replace one of your cantrips, except Mage Hand, with another Wizard cantrip of your choice. When you reach Rogue level 10, you learn another Wizard cantrip of your choice. Spell Slots. The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a Long Rest.  
Rogue Level Prepared Spells Level 1 Level 2 Level 3 Level 4
3 3 2 -- -- --
4 4 3 -- -- --
5 4 3 -- -- --
6 4 3 -- -- --
7 5 4 4 -- --
8 6 4 2 -- --
9 6 4 2 -- --
10 7 4 2 -- --
11 8 4 3 -- --
12 8 4 3 -- --
13 9 4 3 2 --
14 10 4 3 2 --
15 10 4 3 2 --
16 11 4 3 3 --
17 11 4 3 3 --
18 11 4 3 3 --
19 12 4 3 3 1
20 13 4 3 3 1
 Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 Wizard spells.   The number of spells on your list increases as you gain Rogue levels, as shown in the Prepared Spells column of the Arcane Trickster Spellcasting table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the Arcane Trickster Spellcasting table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Rogue, your list of prepared spells can include five Wizard spells of level 1 or 2 in any combination.  Changing Your Prepared Spells. Whenever you gain a Rogue level, you can replace one spell on your list with another Wizard spell for which you have spell slots.  Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.  Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Wizard spells.  
Mage Hand Legerdemain
When you cast Mage Hand, you can cast it as a Bonus Action, and you can make the spectral hand Invisible. You can control the hand as a Bonus Action, and through it, you can make Dexterity (Sleight of Hand) checks.  
Magical Ambush
If you have the Invisible condition when you cast a spell on a creature, it has Disadvantage on any saving throw it makes against the spell on the same turn.  
Versatile Trickster
You gain the ability to distract targets with your Mage Hand. When you use the Trip option of your Cunning Strike on a creature, you can also use that option on another creature within 5 feet of the spectral hand.  
Spell Thief
You gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.   Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can take a Reaction to force the creature to make an Intelligence saving throw. The DC equals your spell save DC. On a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least level 1 and of a level you can cast (it doesn’t need to be a Wizard spell). For the next 8 hours, you have the spell prepared. The creature can’t cast it until the 8 hours have passed.   Once you steal a spell with this feature, you can’t use this feature again until you finish a Long Rest.  

Assassin

Practice the Grim Art of Death

An Assassin’s training focuses on using stealth, poison, and disguise to eliminate foes with deadly efficiency. While some Rogues who follow this path are hired killers, spies, or bounty hunters, the capabilities of this subclass are equally useful for adventurers facing a variety of monstrous enemies.  
Assassinate
You’re adept at ambushing a target, granting you the following benefits.  Initiative. You have Advantage on Initiative rolls.  Surprising Strikes. During the first round of each combat, you have Advantage on attack rolls against any creature that hasn’t taken a turn. If your Sneak Attack hits any target during that round, the target takes extra damage of the weapon’s type equal to your Rogue level.  
Assassin’s Tools
You gain a Disguise Kit and a Poisoner’s Kit, and you have proficiency with them.  
Infiltration Expertise
You are expert at the following techniques that aid your infiltrations.  Masterful Mimicry. You can unerringly mimic another person’s speech, handwriting, or both if you have spent at least 1 hour studying them.  Roving Aim. Your Speed isn’t reduced to 0 by using Steady Aim.  
Envenom Weapons
When you use the Poison option of your Cunning Strike, the target also takes 2d6 Poison damage whenever it fails the saving throw. This damage ignores Resistance to Poison damage.  
Death Strike
When you hit with your Sneak Attack on the first round of a combat, the target must succeed on a Constitution saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus), or the attack’s damage is doubled against the target.  

Soulknife

Strike Foes with Psionic Blades

A Soulknife strikes with the mind, cutting through barriers both physical and psychic. These Rogues discover psionic power within themselves and channel it to do their roguish work. As a Soulknife, your psionic abilities might have haunted you since childhood, revealing their full potential only as you experienced the stress of adventure. Or you might have sought out an order of psychic adepts and spent years learning how to manifest your power.  
Psionic Power
You harbor a wellspring of psionic energy within yourself. It is represented by your Psionic Energy Dice, which fuel certain powers you have from this subclass. The Soulknife Energy Dice table shows the number of these dice you have when you reach certain Rogue levels, and the table shows the die size.  
Rogue Level Die Size Number
3 d6 4
5 d8 6
9 d8 8
11 d10 8
13 d10 10
17 d12 12
  Any features in this subclass that use a Psionic Energy Die use only the dice from this subclass. Some of your powers expend a Psionic Energy Die, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your Psionic Energy Dice are all expended.   You regain one of your expended Psionic Energy Dice when you finish a Short Rest, and you regain all of them when you finish a Long Rest.  Psi-Bolstered Knack. If you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy Die and add the number rolled to the check, potentially turning failure into success. The die is expended only if the roll then succeeds.  Psychic Whispers. You can establish telepathic communication between yourself and others. As a Magic action, choose one or more creatures you can see, up to a number of creatures equal to your Proficiency Bonus, and then roll one Psionic Energy Die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can end the telepathic connection at any time (no action required).   The first time you use this power after each Long Rest, you don’t expend the Psionic Energy Die. All other times you use the power, you expend the die.  
Psychic Blades
You can manifest shimmering blades of psychic energy. Whenever you take the Attack action or make an Opportunity Attack, you can manifest a Psychic Blade in your free hand and make the attack with that blade. The magic blade has the following traits:  Weapon Category: Simple Melee  Damage on a Hit: 1d6 Psychic plus the ability modifier used for the attack roll  Properties: Finesse, Thrown (range 60/120 feet)  Mastery: Vex (you can use this property, and it doesn’t count against the number of properties you can use with Weapon Mastery)   The blade vanishes immediately after it hits or misses its target, and it leaves no mark if it deals damage.   After you attack with the blade on your turn, you can make a melee or ranged attack with a second psychic blade as a Bonus Action on the same turn if your other hand is free to create it. The damage die of this bonus attack is 1d4 instead of 1d6.  
Soul Blades
You can now use the following powers with your Psychic Blades.  Homing Strikes. If you make an attack roll with your Psychic Blade and miss the target, you can roll one Psionic Energy Die and add the number rolled to the attack roll. If this causes the attack to hit, the die is expended.  Psychic Teleportation. As a Bonus Action, you manifest a Psychic Blade, expend one Psionic Energy Die and roll it, and throw the blade at an unoccupied space you can see up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.  
Psychic Veil
You can weave a veil of psychic static to mask yourself. As a Magic action, you gain the Invisible condition for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.   Once you use this feature, you can’t do so again until you finish a Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.  
Rend Mind
You can sweep your Psychic Blades through a creature’s mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus). If the save fails, the target has the Stunned condition for 1 minute. The Stunned target repeats the save at the end of each of its turns, ending the effect on itself on a success.   Once you use this feature, you can’t do so again until you finish a Long Rest unless you expend three Psionic Energy Dice (no action required) to restore your use of it.  

Thief

Hunt for Treasure as a Classic Adventurer

A mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improving your agility and stealth, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there.  
Fast Hands
As a Bonus Action, you can do one of the following.  Sleight of Hand. Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves’ Tools or to pick a pocket.  Use an Object. Take the Utilize action, or take the Magic action to use a magic item that requires that action.  
Second-Story Work
You’ve trained to get into especially hard-to-reach places, granting you these benefits.  Climber. You gain a Climb Speed equal to your Speed.  Jumper. You can determine your jump distance using your Dexterity rather than your Strength.  
Supreme Sneak
You gain the following Cunning Strike option.  Stealth Attack (Cost: 1d6). If you have the Hide action’s Invisible condition, this attack doesn’t end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover.  
Use Magic Device
You’ve learned how to maximize use of magic items, granting you the following benefits.  Attunement. You can attune to up to four magic items at once.  Charges. Whenever you use a magic item property that expends charges, roll 1d6. On a roll of 6, you use the property without expending the charges.  Scrolls. You can use any Spell Scroll, using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence (Arcana) check (DC 10 plus the spell’s level). On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates.  
Thief’s Reflexes
You are adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10.
LevelProficiency BonusClass FeaturesSneak Attack
1+2Expertise, Sneak Attack, Thieves’ Cant, Weapon Mastery1d6
2+2Cunning Action1d6
3+2Rogue Subclass, Steady Aim2d6
4+2Ability Score Improvement2d6
5+3Cunning Strike, Uncanny Dodge3d6
6+3Expertise3d6
7+3Evasion, Reliable Talent4d6
8+3Ability Score Improvement4d6
9+4Subclass feature5d6
10+4Ability Score Improvement5d6
11+4Improved Cunning Strike6d6
12+4Ability Score Improvement6d6
13+5Subclass feature7d6
14+5Devious Strikes7d6
15+5Slippery Mind8d6
16+5Ability Score Improvement8d6
17+6Subclass feature9d6
18+6Elusive9d6
19+6Epic Boon10d6
20+6Stroke of Luck10d6

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Homebrew

Kobold

Some of the smallest draconic creatures in the multiverse, kobolds display their draconic ancestry in the glint of their scales and in their roars. Legends tell of the first kobolds emerging from the Underdark near the lairs of the earliest dragons. In some lands, kobolds serve chromatic or metallic dragons—even worshiping them as divine beings. In other places, kobolds know too well how dangerous those dragons can be and help others defend against draconic destruction.   Whatever their relationship to dragons, kobold scales tend to be rust colored, although the occasional kobold sports a scale color more akin to that of a chromatic or a metallic dragon. A kobold’s cry can express a range of emotion: anger, resolve, elation, fear, and more. Regardless of the emotion expressed, their cry resonates with draconic power.
ability score increase: Add +2 to one ability score and +1 to one ability score or Add +1 to three ability scores
age: Up to 100 years. Reaches maturity at age 8 or 9.
Size: Small
speed: 30 feet
Languages: Common plus a choice of two Standard Languages
race features:

Creature Type

You are a Humanoid.  

Size

You are Small.  

Speed

Your walking speed is 30 feet.  

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 discern colors in that darkness only as shades of gray.  

Draconic Cry

As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  

Kobold Legacy

Kobolds’ connection to dragons can manifest in unpredictable ways in an individual kobold. Choose one of the following legacy options for your kobold:   Craftiness. You have proficiency in one of the following skills of your choice: Arcana, Investigation, Medicine, Sleight of Hand, or Survival.   Defiance. You have advantage on saving throws to avoid or end the frightened condition on yourself.   Draconic Sorcery. You know one cantrip of your choice from the sorcerer spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for that cantrip (choose when you select this race).

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