Kobolds Done Right

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A Revised and Balanced Playable Kobold Race By Daniel Shea

There are few monstrous humanoids that are as disrespected as the lowly Kobold, and yet these oft-neglected creatures may very well be the scions of some of the mightiest beasts to ever soar in the skies of Abeir-Toril – the Dragons. Kobolds are looked upon by most of the civilized races as little more than vermin; they breed rapidly, invade any space that can hold them, and live off the labor of others. Their sheer numbers are staggering, but fortunately for the other races; they lack the size, might, and unified leadership necessary to make any lasting impact on the historical or political state of the Realms. Most of the lore about Kobolds is written by humans, Elves, and the other “civilized” races with which these creatures are often in conflict. Therefore, it is not surprising that they are portrayed as cowardly and primitive, with few (if any) redeeming qualities. Like other “monstrous” humanoids – Orcs, Goblinoids, and Gnolls – they are vilified and painted as uncivilized and barbaric; living solely off the spoils of war and producing nothing of their own. Were this true, of course, it is quite unlikely that Kobolds would have survived until the advent of Mankind. While it is true that Kobolds frequently make use of the arms and armor of past victims, they are quite capable of making their own gear out of wood, bone, leather, and similar materials. In fact, there is a long tradition of crafting bows, spears, and other primitive weapons for use in hunting and defense, and some exquisitely decorated pieces can be found in the art collections of the wealthy. Cave Kobolds, in particular, are extremely skilled at mining, and are able to forge iron or copper into weapons when the raw materials are readily available. However, due to their limited resources and primitive technology, few Kobold tribes are able to smelt metals to create bronze, steel, or other harder alloys. It is for this reason, not ignorance or laziness, that Kobolds so often employ weapons and armor made by other races.

Kobolds have long maintained that they have a blood relation to dragons; a fact that is often met with incredulity and scorn by members of the civilized races – and the dragons themselves. In the creation myth of the Kobold people, it is said that their god, Kurtulmak, arose from an egg of Tiamat. The Queen of Evil Dragons had hatched it prematurely so that her offspring could aid her in defending her lair from her rival, Bahamut. Despite his small stature, Kurtulmak was able to use mobility and guile to win a guerilla campaign against the Platinum Dragon’s armors, successfully driving Tiamat’s enemies from Avernus. As a reward for his efforts to defend her lair, Tiamat gave Kurtulmak an egg from her clutch that had failed to hatch at all. The Kobold deity breathed his magic into the egg, and it split open. Out poured hundreds of his children, who became the Kobold race. The historicity of this account is, of course, as dubious as any creation myth. However, it is somewhat supported by instances of what have been termed “Dragonwrought” Kobolds, or “Urd” in their own language. These beings are larger, stronger, and smarter than the average Kobold, and with their wings and regal features, lend credence to the idea that Kobolds may share some draconic blood. This, however, is usually overlooked as evidence by the civilized races, who usually reject the theory outright.

Kobolds, like the dragons they venerate, have evolved to suit a variety of niches in a myriad of different environments; from the frigid taiga of Icewind Dale to the tropical heat of the Chultan jungles. However, all Kobolds are renowned for their ingenuity in devising and crafting traps. With the scantest of raw materials, a Kobold can create complex mechanisms to do everything from fill a cavern with water, to raising a bed of lethal spikes, to remotely loading and shooting crossbows from a wall or ceiling-mounted rig. The only limits to what kind of diabolical devices a Kobold can devise are the objects available and the creature’s imagination. In Kobold society, the best and brightest trap-makers are held in high regard, and the warren gives such innovators first pick of any loot scavenged off those who fall victim to his or her fiendish contraptions. Kobold culture is extremely open and gregarious. All young are raised in communal crèches and taught from birth to value their tribe above themselves or their relatives. Solidarity is the key to the survival of their race, and each and every Kobold in the tribe is made keenly aware of this.

Your reptilian nature gives you several traits that you share in common with other Kobolds. Ability Score Increase. Your Dexterity score increases by 2. Age. Kobolds mature quickly, reaching full adulthood by age two. Kobolds can live for centuries, but very rarely do so. Alignment. Most Kobolds are Neutral. They will do whatever is necessary in order to survive, with little concern for ethics. Size. Kobolds typically stand between 3 and 4ft. tall and weigh, on average, about 30 or 40lbs. Your size is Small. Speed. Your base walking speed is 30ft. Darkvision. You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You can’t discern colors in darkness, only shades of gray. Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, your target, or whatever you’re trying to perceive is in direct sunlight. Trap Smith. You are proficient with Thieves’ Tools. You can add your proficiency bonus to any check made to find, set, or disarm simple traps; e.g. snares, pits, poison darts, etc. Language. You can read, speak and write Common and Draconic. Subrace. Kobolds are adaptable creatures, and have evolved to fit a variety of habitats. Choose one of the following sub-races:

Believed to share the blood of Green Dragons and others that can breathe underwater, Aquatic Kobolds occupy flooded caves and grottoes where they mine crystals and semiprecious gems that are buried below sea level. Compared to their land-dwelling cousins, they have longer and leaner frames, with a fluted tail which they use to swim in a manner similar to a crocodile. They have pebbly greenish-gray skin which may be striped or blotched in more vibrant colors, and webbed hands and feet. Aquatic Kobolds are relatively peaceful, and prefer to bargain their way out of danger rather than fight. Like all Kobolds, they forage and fight in packs, and most natural predators avoid them despite their small size. Evil aquatic humanoids like Merrow, KuoToa, and Sahuagin often bully these Kobolds into serving them. Left to their own devices, however, they are an unobtrusive race that intentionally avoids conflict with other creatures. Ability Score Increase. Your Charisma score increases by 1. Amphibious. You can breathe both air and water. Bonus Language. You learn to read, speak, and write Aquan. Swim. You gain a Swim speed of 30ft.

The harsh environment of the northern lands has made these Kobolds shorter and stockier than their cousins in temperate climates. Despite their size, their denser frame and lower center of gravity give them a surprising amount of strength. They are much more aggressive and less fearful than common Kobolds, and will generally attack anything that looks like it might make an easy meal. Due to the scarcity of vegetation in these frigid climes, Kobolds are almost exclusively carnivorous, but will gladly take the opportunity to feast on whatever food they can find. Arctic Kobolds are snowy white at birth, but as they age they begin to show patches of silvery-blue or gray. These creatures shiver almost constantly, and wrap themselves in layers of thick furs taken from their kills. Their weapons are typically made from the bones of slain beasts or bodies washed up on shore, but they can occasionally be found with metal weapons taken from past humanoid victims. They never wear metal armor, as the cold makes such protective gear extremely uncomfortable. Ability Score Increase. Your Strength score increases by 1. Cold Adaptation. You have resistance to cold damage, and you are naturally acclimated to cold climates (cf. DMG pg 110). Ice Walk. You can climb and move across icy surfaces without needing to make an ability check. Difficult terrain made of ice or snow costs you no extra movement.

The most common breed of Kobold, and the variant with which most adventurers are familiar, these Kobolds have a variety of skin colors, but the most common are reddish-brown and graygreen. The exact hue of a Cave Kobold’s scales seems to depend on its geographical region, with green Kobolds being common in the East, near the Moonsea Region, while brown Kobolds are predominant along the Sword Coast and the Dalelands. Beyond their skin color, there are few cultural differences between the two types. Both breeds are chiefly subterranean and survive by expanding their warrens into vast underground mazes. Those that live near civilized humanoids may raid settlements for food and supplies, while those who are more isolated get by on hunting and gathering berries, nuts, and other vegetables. If the land is fertile enough, Kobolds may keep small gardens to grow herbs and roots. However, they do not farm crops. Most assume this is because they are not intelligent enough to see the benefits of large-scale agriculture, but it is equally likely that they simply choose not to do so because it is too risky. After all, farms are a common target for bandits and monsters, and would have to be defended. For Kobolds, it’s safer to just run and hide. Ability Score Increase. Your Intelligence score increases by 1. Miner’s Knack. You gain proficiency with two kinds of Artisan’s Tools of your choice (cf. PHB pg. 154). Shifty. When you take the Dash action on your turn, you also gain the benefit of the Disengage action for the rest of the turn.

These Kobolds are taller and leaner than others of their race, almost reaching the height of a Dwarf. Their larger bodies give them ample surface area to displace heat, and those that live near oases often make hats out of reeds and grasses to shield their heads from the sun. Desert Kobolds have sandy brown or coppery scales, though males in some regions turn a vibrant blue during mating season. Unlike most Kobolds, they do not mine for gems, and most live in tents made out of hide that are easy to put up and break down at a moment’s notice. Many herd goats, giant lizards, or other animals that they use for meat, milk, eggs, and cheese. Those who live near trading posts or oases may also raid the nearby settlements for food and supplies. Desert Kobolds have a peculiar racial hatred of Gnomes. They claim that once, they lived among the Gnomes in peace, but that they were cruelly cast out to wander in the desert. Most Gnomes insist they have no idea what the Kobolds are talking about, but the animosity between them remains all the same. Ability Score Increase. Your Constitution score increases by 1. Fire Resistance. You have resistance to fire damage, and you are naturally acclimated to hot climates (cf. DMG pg. 110). Sunlight Tolerance. You are adapted to the glare of the desert sun. You do not suffer from Sunlight Sensitivity. Survivalist. You are proficient in the Survival skill.

 This breed of Kobolds lives primarily in the East, in the jungles of Malatra and along the coastal islands of Kara-Tur. They have a small presence in Maztica and Anchorome, and may also exist on the Chultan Peninsula. Most reside in the mist-veiled highlands of the Wu Pi Te Shao and World Pillar mountains, often squatting in the ruins of ancient civilizations. Jungle Kobolds are generally less fearful and more courageous than others of their race, and are more willing to defend their territory rather than run. When hard-pressed, they use their natural ability to climb to escape into the trees, and may even flee into the mountains to evade pursuit by their enemies. As most of the jungles of Kara-Tur are far above sea level, they are well-adapted to high elevations. Jungle Kobolds tend to have a darker green coloration, often with streaks of vibrant color, especially during mating season. It is common for these Kobolds to use war paint or chalk to mark their hides, both for ceremonial purposes and also to look more imposing to their enemies. Their armor and weapons are often made from the bones and other remains of native beasts, either predators that they’ve brought down, or prey animals that they have successfully hunted and slain for food. Ability Score Increase. Your Wisdom score increases by 1. Climb. You have a climbing speed of 30ft. Mountain Born. You are acclimated to high altitudes, including elevations above 20,000ft. You’re also naturally adapted to cold climates (cf. DMG pg. 110). Nimble. You are proficient in the Acrobatics skill.

The following feats can be selected by Kobold characters.

Prerequisite: Kobold, good alignment You are a favored servant of the God of Good Dragons. Your divine link to him grants you the following benefits:   

You are a favored servant of the God of Gemstone Dragons. Your divine link to him grants you the following benefits:   

Many Kobolds capture and train wild beasts to serve as pets or guardians in their warrens. You are especially adept at dealing with animals and bending them to your will:   

Your Wisdom or Charisma score (your choice) increases by 1, to a maximum of 20. You gain proficiency in the Animal Handling skill. If you were already proficient, you add twice your proficiency bonus to Wisdom (Animal Handling) checks. You can cast Animal Friendship at-will, using this feat. You need not provide material components for it.

Your Charisma or Wisdom score (your choice) increases by 1, to a maximum of 20. You are immune to the Frightful Presence of good or evil dragons, and have advantage on saving throws against the breath weapons of good or evil dragons. As an action, you may sense the presence of any living creature with an Intelligence score of 8 or higher that is within 60ft of you. You do not know their exact location, but do know their approximate distance from you. You also know whether or not that creature is telepathic or is able to manifest any other psionic abilities.

Prerequisite: Kobold, evil alignment You are a favored servant of the Queen of Evil Dragons. Your divine link to her grants you the following benefits:  

Prerequisite: Kobold, Wisdom 13

Your Charisma or Constitution score (your choice) increases by 1, to a maximum of 20. You are immune to the Frightful Presence of evil dragons, and have advantage on saving throws against the breath weapons of evil dragons. When a creature, other than you, takes damage while within 5ft of you, you may use your reaction to take half of that damage instead. The creature takes the rest.

Prerequisite: Kobold, neutral alignment

Prerequisite: Kobold, any spellcasting class You have discovered how to use magic to duplicate the breath weapon of a true dragon. As a bonus action, you may breathe a 15ft cone of destructive energy. Each creature in that area must make a Dexterity saving throw, taking damage equal to 1d6 x your proficiency bonus on a failure, or half on a success. The save DC is equal to 8 + your proficiency bonus + your Constitution modifier. You choose the type of damage from among acid, cold, fire, lightning, or poison. You regain the use of this ability after you finish a short or long rest.

You have advantage on Wisdom (Insight) checks to read a beast’s mood or intentions, and to intuit what actions (if any) will make it better-disposed toward you.



Your Charisma or Dexterity score (your choice) increases by 1, to a maximum of 20. You are immune to the frightful presence of good dragons, and have advantage on saving throws against the breathe weapons of good dragons. As an action, you may detect the location of any coins, gems, magical items, and other treasure within 60ft of you for 1 minute or until you lose concentration (as if you were concentrating on a spell). You also learn the approximate gold piece value of treasure you sense.

Prerequisite: Dragonwrought feat, any spellcasting class

Prerequisite: Kobold

Your draconic heritage gives you an advantage when channeling elemental magic. You gain the following benefits:

You are especially adept at working in groups. You gain the following benefits:



 

You learn one cantrip of your choice that deals damage of the same type you resist due to the Dragonwrought feat. Choose Intelligence, Wisdom, or Charisma. The chosen ability is your spellcasting ability for it. You have a +1 bonus to spell attack rolls and your spell save DC for spells that deal damage of the same type you resist due to the Dragonwrought feat. Whenever you cast a spell that deals the same type of damage you resist due to the Dragonwrought feat, the target of your spell doesn’t benefit from any resistance or immunity to that type of damage.

Prerequisite: Kobold The blood of dragons flows in your veins. As you grow in power, it starts to show itself. You gain the following benefits:  



 

You have advantage on an attack roll against a creature if at least one of your allies is within 5ft of the creature, and that ally isn’t incapacitated. As an action, you may create a clever distraction. Until the end of your next turn, your allies have advantage on attack rolls against enemies within 10ft of you that can see you. Once you use this ability, you cannot do so again until you finish a short or long rest.

Prerequisite: Small size, Strength 15 You are stronger than the average creature of your size, and have plenty of experience fighting “giants”. You gain these benefits: 

Your Strength or Constitution score (your choice) increases by 1, to a maximum of 20. You ignore the Heavy property of weapons you wield. As a bonus action, you can anticipate the movements of larger creatures. You gain the benefits of the Dodge action until the start of your next turn, but only against attackers at least two sizes larger than you.

 Your Charisma score increases by 1, to a maximum of 20  You grow a pair of draconic wings from your back. You have a flying speed of 30ft while you are not wearing medium or heavy armor. You can’t fly while you are encumbered or heavily encumbered (cf. PHB pg. 176). You gain resistance to one damage type of your choice from among: Acid, Cold, Fire, Force, Lightning, Necrotic, Prerequisite: Kobold, Intelligence 13 Poison, Psychic, Radiant, or Thunder.

You are even more adept than the average Kobold when it comes to traps. You gain the following benefits: Prerequisite: Kobold, Intelligence 13



You are an especially-gifted digger. You gain the following benefits when in a subterranean environment:









If you are wielding a pickaxe, shovel, or similar digging tool, you gain a burrow speed of 10ft. You can burrow through solid rock at half that rate, leaving behind 3ft diameter tunnels in your wake. You have advantage on your Intelligence (Investigation) checks to locate rich ore veins, new construction, or any potential hazards in a subterranean environment (such as shoddy construction, toxic gases, or deadfalls). You instinctively know your approximate direction of travel and depth underground, and you can’t get lost in a subterranean environment by nonmagical means.



You add twice your proficiency bonus to any ability check you make to find, set, or disarm all traps. When you successfully set a simple trap, and succeed on the check to do so by 4 or more, other creatures make saving throws against that trap with disadvantage. The first time you succeed on an ability check to disarm a complex trap, you gain advantage on any subsequent ability checks to disarm the same trap for 1 minute, or until you fail an ability check to disarm that trap.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe,

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