The kobolds are considered to be a member of the draconic races, being distantly related to the Lizardfolk
. 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.
Kobolds are naturally skilled at tunnelling. Similar to dwarves, they seem to have a near-instinctive sense of what sections of stone or earth are strong or weak, are bearing a load or are safe to excavate, or are likely to contain minerals or offer access to water. This ability enables them to fashion secure homes in places where other creatures wouldn't feel safe. Kobolds have even constructed entire cities underground; these cities are typically built underneath cities of other races, with the kobold city living parasitically, stealing goods and food from above.
Kobolds are adept at identifying broken, misplaced, discarded, or leftover items from other creatures that can still be put to use; they also excel at identifying items that are easily stolen. When they go after items that aren't free for the taking, kobolds try to remain undetected and don't give their targets reason to harm them. For example, a group of city kobolds might sneak into a cobbler's house at night to loot it of knives, leather bits, nails, and other useful items, but if they are at risk of discovery, they avoid discovery by fleeing before being seen or making sure there are none living who saw them. They try to avoid getting into a situation where the townsfolk would try to hunt down all kobolds and put the tribe's survival at risk.
Kobolds typically live within tribes made up of dozens to thousands of family units who work together to overcome threats and seek to expand their resources in the shadows of other races. These tribes are tightly knit and members do all they can to ensure the safety of the collective; although many a kobold has unintentionally put their tribe at risk as a result of their lust for gold and objects.
Kobolds have an almost supernatural lust to obtain items and things, typically gold, gems, artistic objects, but also stranger objects which are magical in nature, or even better technology and traps.
Some kobolds seem truly ingenious in their ability to create inventive traps and contraptions, and some of the greatest artificers have been kobolds, although they have kept their inventions secret from much of the world.
Many a kobold tribe has been subverted by Dragon
kind, typically chromatic dragons, to serve as slaves and underlings. Some kobolds revel in service to dragons as it allows them to obtain gold and build traps, while others loathe it serving only to avoid the complete annihilation of their tribe.
Kobolds are draconic humanoid, standing between 2' and 2'6" (60cm – 75cm) tall, weighing 35 to 45 pounds (16 – 20kg), with scalded skin between reddish brown and black in colour and burnt orange to red eyes. Their legs are sinewy and digitigrade. They had long, clawed fingers and a jaw like a crocodile. Small white or tan horns protrude from their head, and they have rat-like tails. They often smell of wet dogs and stagnant water. Kobolds liked to wear red or orange garments, which were usually ragged
Lifespan and maturity
Kobolds lay eggs in collective nests which they guard viciously. A kobold reaches maturity at the age of six with their ageing slowing soon after. Kobolds have been known to regularly live up to the age of fifty and in rare cases seventy.
Kobolds are known to have underwarrens, massive connections of tunnels and caverns, underneath cities, where significant numbers of kobolds live sustaining themselves on the cities above them. Kobolds are also common throughout the Wild Isles
where they live in smaller settlements.
Ability Score Increase
. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
. You are a Humanoid.
. You are Small.
. Your walking speed is 30 feet.
. 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.
. 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.
. 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.
. 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).
. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of Languages
to choose from. The DM is free to modify that list for a campaign.