Kobold
Kobolds are often dismissed as cowardly, foolish, and weak, but these little reptilian creatures actually have a strong social structure that stresses devotion to the tribe, are clever with their hands, and viciously work together in order to overcome their physical limitations.
Kobold Biology
- ( 1) Dexterous. +1 to your Dexterity score.
- (-1) Week. -1 to your Strength score.
- Size. Small.
- Speed. Your base walking speed is 25 feet.
- (-1) Short Step. -5 to your Speed.
- ( 2) Quick. +5 to your Speed.
- (-1) Cold Blooded. You are ectothermic, where you are reliant on an external source of heat to live. If exposed to cold temperatures, your abilities diminish.
- You have advantage on any saving throws against extreme heat and other warm environmental effects.
- You have disadvantage on any saving throws against extreme cold and other cooling environmental effects.
- When affected by cold temperatures (below 5°C), your base movement speed is reduced by 10 feet, and you have disadvantage on initiative rolls.
- ( 1) ✦ 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.
- Digging Claws. Your claws can be used as improvised tools and digging implements. Whenever you make a skill check related to excavating dirt, unearthing soil, or chipping away at stone, or any other skill check related to using your claws as a tool, you add your proficiency bonus to the roll.
- Your claws can be used in place of a Shovel. Allowing you to spend 1 hour of rough activity to dig a hole that is 5 feet on each side in soil or similar material.
- ( 2) Tail. You have a long, whip-like tail, which you can use to make unarmed strikes. If you hit with your tail, you deal piercing damage equal to 1d4 + your Strength or Dexterity modifier. The tail counts as a Finesse weapon.
Kobold Ethnology
- ( 1) Stout. +1 to your Constitution score.
- (-1) Foolish. -1 to your Wisdom score.
- ( 2) ✦ Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you.
- Once you use this trait, you must finish a long rest before you can use it again.
- ( 1) Inquisitive. You have Proficiency in the Investigation Skill.
- ( 1) Climb speed: You gain a Climb Speed equal to your Movement Speed.
- (-1) Craven: You have Disadvantage on saving throws you make to avoid or end the Frightened Condition on yourself.
- ( 1) Covert Finesse. You have Proficiency in the Stealth Skill.
- ( 1) Tricking Finesse. You have Proficiency in the Sleight of Hand Skill.
- (-2) Sunlight Sensitivity. You have disadvantage on Attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Kobold Lineages
While they are often considered to be the "lesser dragonborn" by all the other races, including other dragonborns, they are their own race. But except for Kobolds whose blood isn't as thinned out on dragon as the other of their short kind, they are usually categorized by where one can find them in significant numbers, which are two places, the damp and cramp under dark, and the scorching hot deserts.Under Delver
- ( 1) Wise. +1 to your Wisdom score.
- ( 1) Superior Darkvision. Requirement: Darkvision: Your darkvision has a range of 120 feet, instead of 60.
- ( 1) Sharp claws. Your claws are also natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength modifier.
- ( 2) ✦ Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
- (1) Cave Camouflage. You have advantage on Dexterity (Stealth) checks made to hide in rocky or subterranean environments.
- (1) Burrower’s Endurance. You can hold your breath for twice the normal duration and gain advantage on saving throws against suffocation, smoke inhalation, or a lack of air while underground or in enclosed spaces.
Desert Dweller
- ( 1) Charming. +1 to your Charisma score.
- ( 2) ✦ Brave. You have Advantage on saving throws you make to avoid or end the Frightened Condition on yourself.
- ( 1) Natural Digger. Requirement: Digging Claws: +5 to your Burrow Speed.
- ( 1) Sand Skirmisher. You can move through difficult terrain made of non-magical sand or dust without expending extra movement.
- ( 1) Martial Training. You are proficient with two martial weapons of your choice and with light armor.
- ( 1) Desert Born: Requirement: Born into a warm climate: You are naturally adapted to warm climates. Granting you advantage on any saving throws against extreme heat and other warm environmental effects. You also roll with advantage on the first saving throw against cold damage after a long rest.
Draco Blood
- ( 1) Smart. +1 to your Intelligence score.
- ( 2) ✦ Dragonwrought. Your scale colour matches a dragon lineage that you are a long, long, long distant descendant of. Granting you a cantrip thematic to your scales.
- Silver or White. You know the Ray of Frost Cantrip.
- Gold, Bras or Red. You know the Fire Bolt Cantrip.
- Green. You know the Poison Spray Cantrip.
- Bronze or Blue. You know the Shocking Grasp Cantrip.
- Black. You know the Acid Splash Cantrip.
- ( 1) Arcane Knowledge. You have Proficiency in the Arcana Skill.
- Ancestral Surge. When you fail a saving throw against a spell, you can reroll the saving throw. You must take the new result.
- Once you use this trait, you must finish a long rest before you can use it again.
- ( 4) Wings Requirement: Draco Blood Lineage: You are a pair of wings sprouting from your back. You have a flying speed of 20 feet.
- Your fly speed is reduced by 1/3 in medium armor.
- Your fly speed is reduced to 5 in heavy armor.
- By spending 2 Ancestry Points or ability scores, you add +10 feet to your fly speed.
Basic Information
Behaviour
Kobolds are fundamentally selfish, orimaly founded on survival of the fitest, but their reliance of strength in numbers makes them trend toward a hieracry like structure.
Scientific Name
Dracominus
Lifespan
Kobolds reach adulthood at age 6 and can live up to 120 years. If most are lucky to even reach 15.
Average Height
2′4″ + 2d6 feet
Average Weight
30 + (2d6 x 1) lb
