Ability Score Increase. Your Dexterity score increases by 2, your Intelligence score increases by 1, 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.
Languages. You can speak, read, and write Draconic and another language that you and the DM agree are appropriate.
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.
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. 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.