Kobold
Ability Score Increase. Your Dexterity score increases by 2, and your Strength score decreases by 1.
Age. Kobolds reach adulthood at age 6 and can live upwards of 120 years, though few reach such great ages.
Alignment. Kobolds rely mostly on the collective strength of their clan and allies, causing them to tend towards Lawful alignments.
Creature Type. You are a Humanoid
Size. Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small.
Speed. Your base 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 can’t discern color in darkness, only shades of grey.
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.
Sunlight Sensitivity. You have disadvantage on attack rolls and on 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.
Languages. You can speak, read, and write Draconic and another language that you and the DM agree are appropriate.
Subrace. Much like the Dragonborn were created by the Dragons to act as their pawns and servants, the Kobold were created by the Dragonborn to serve as theirs. Three distinct phenotypes of Kobold exist, though they all often live intermixed together, each serving their own role.
Tunneling Kobold
Ability Score Increase. Your Constitution score increases by 1.
Deft Explorer. You have proficiency in the Survival skill.
Clamber and Delve. You have a climbing speed of 30 feet. In addition, you are able to deftly create tunnels through earth and stone. You are able to create a length of tunnel 5 feet in length for every 10 minutes of work, though a pickaxe is required to tunnel through stone. Small creatures can move through the tunnel as normal, but Medium-sized creatures must crawl through.
Tough Scales. You have tough, scaly skin. When you aren’t wearing armor, your base AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
Digging Claws You have mattock-like claws that you can use to make unarmed strikes. You use your Constitution modifier, instead of your Strength modifier, for your attack and damage rolls when you attack with these claws. The claws deal 1d6 slashing damage on a hit.
Tinkering Kobold
Ability Score Increase. Your Intelligence score increases by 1.
Scavenging Eye. You have proficiency in the Investigation skill.
Kobold Inventiveness. You have proficiency with tinker’s tools. Using those tools, you can spend 10 minutes and 1gp worth of spare materials to construct a ramshackle, though functional, item. You must reasonably have the materials for construction. When you create an item, choose one of the following options:
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Simple Melee Weapon. You quickly craft a rudimentary simple melee weapon. You are considered proficient with this weapon. If you roll a 1 on an attack roll while using this weapon, it breaks due to its hastily-constructed nature.
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Repurposed Gear. You put some odds and ends together to craft a simple version of a single piece of adventuring gear. The typical model of this piece of gear cannot cost more than 3gp. This item will break after 3 days, and may have some defects at your DM’s discretion.
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Ramshackle Trap. You concoct a nefarious trap for some unsuspecting soul. Once created, it requires 1 minute to carefully set-up. Once placed, it can be successfully detected or disarmed with a Wisdom (Perception) or Dexterity (Sleight of Hand) check, respectively, against a DC = 10 + your proficiency bonus + your Intelligence modifier. This simple trap can take the form of your choice and may deal acid, bludgeoning, fire, piercing, poison, or slashing damage, The properties are determined by the components used in construction.
- The trap occupies a 5-ft square, and lasts 8 hours or until triggered. A creature that comes into contact with the trap triggers it, and must make a Dexterity save against the trap’s DC.
- On a failure, the triggering creature is knocked prone and takes 2d6 damage of the type specified during it’s creation. This damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).
- You can only maintain a number of traps equal to your proficiency bonus. If you create an additional trap while already at your maximum number of traps, your oldest created trap is immediately rendered dysfunctional.
Rousing Kobold
Ability Score Increase. Your Charisma score increases by 1.
Deft Explorer. You have proficiency in the Persuasion skill.
Deafening Shriek. As a bonus action, you let forth a shrill shriek to at 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.