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Kobold

Ability Score Increase: Your dexterity score increases by 2


Age: In theory kobolds can live as long as 150 years, but they are generally cut down by
adventurers far before then.
Alignment: Most kobolds are lawful evil (but this could change given
context/situation/history of character)
Size: Kobolds are slight, small creatures generally averaging between 20-30 lbs
Speed: Kobolds base walking speed is 30 feet
Opportunistic Teamwork: Once per day if an ally has attacked a target on the allys action,
you may attack that same target with advantage on a single attack roll during your next
action.
Craven: When at half HP or less, a kobold can use disengage as a bonus action
Squirmy: Kobolds have advantage on acrobatics checks made to escape grapples or to
escape bindings, and may move at full speed (instead of half-speed) while squeezing
through small areas. They gain advantage on dexterity saving throws to avoid being
ensnared or entangled.
Languages: Kobolds speak, read, and write common and draconic
Sunlight Sensitivity: While in sunlight, the kobold has disadvantage on attack rolls, as well
as on Wisdom (Perception) checks that rely on sight.
Superior Darkvision: Kobolds have darkvision to a radius of 120 feet
Weapon Proficiencies: Kobolds have proficiency with light crossbows, slings, spears, and
javelins

Subrace: Two subraces of kobolds are found throughout the world: Trappers and
Dragonwrought. Choose one.

Trapper Kobold:
Trappers supply the primary line of defence for kobold dens. Frighteningly cunning, they are
masters at the production of all manner of deadly traps.
Ability Score increase: your Intelligence score increases by 1
Tool Proficiency: You gain proficiency with one of the artisans tools of your choice:
alchemists supplies, masons tools, or tinkers tools
Craft Trap: If you have proficiency with any of the artisans tools in the trappers tool
proficiency list, you can craft a trap of the associated type with one hour of effort and a DC
15 craft check of the relevant crafting skill (alchemy, masonry, or tinkering), assuming you
have the requisite supplies on hand. Traps may be concealed at the target location with a
hide check (opposed by the victims perception). Portable traps weigh 10lbs each.
Alchemists supplies: Potion splash trap. You can rig a potion to splash a 5 foot
square upon activation of a door, a chest, or a pressure plate. The DC to avoid the
splash is equal to 8 + proficiency bonus + int modifier. Once the craft check is rolled,
the potion cannot be extracted from the trap without triggering it. Once crafted the
trap may be transported until its ready to be installed. The trap requires 1 minute to
install in the desired location. This trap has zero range, so it must be installed in the
square it activates in. Only one such trap may be placed in a 5 foot squre.
Masons tools: Rocks fall, everyone dies. Youre able to get rocks to move in
surprising ways. If the environment is suitable (there is at least 10 feet of space
above the target 5 foot square that is also within 10 feet (horizontally) of the target 5-
foot square), you can set up a rock fall trap. The rock fall trap does 2d6 damage, with
a DC of 8 + proficiency bonus + int modifier to avoid. This trap is not portable.
Additionally, for the purposes of moving boulders or other large stone objects, you
have an effective strength score of 16 as long as you have your masons tools.
Tinkers tools: Crossbow trap. You are able to rig a crossbow to fire automatically
either after a certain amount of time has passed (up to 1 hour), or once a trigger wire
is activated (such as a tripwire across a path or attached to a door). Only one trigger
wire may activate on any single object or 5 foot square. The crossbow attacks with
the crafters attack bonus. Once crafted the trap may be transported until its ready to
be installed. The trap requires 1 minute to install in the desired location.

Dragonwrought Kobold:
The draconic heritage of dragonwrought kobolds is more apparent than their peers. They
tend to be slightly taller than other kobolds and have minor physical characteristics
representative of their draconic parentage (small crests or ridges, horns, a chromatic or
metallic sheen, and sometimes even stunted/nonfunctional wings).
Ability Score Increase: Your Charisma score increases by 1
Draconic Heritage: choose a colour of dragon from which you are descended. You gain
resistance to the element that dragon is associated with.
Draconic Legacy: You know the Thaumaturgy and Prestidigitation cantrips. Charisma is
your spellcasting ability for these spells.

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