Kobolds!
[with a little more respect this time]
So I watched Web DM’s video on Kobolds today and I kinda fell in love with them. My infatuation seems to be a rare occurrence however seeing as Kobolds get a -2 to Strength and one of their main abilities is “Grovel, Cower, and Beg”.... So I made them better :)
Quick Side Note: Kobolds are gender fluid!
“Furthermore, kobolds can slowly change sex. If most males or females of a tribe are killed, some survivors change over several months until the tribe is balanced again.” ~Volo’s Guide To Monsters, pg. 65
KOBOLDS [redux]
Ability Score Increase. Regardless of where you grew up, your kind is a wily sort. You get +2 to DEX.
Age. Kobolds reach adulthood at age 6 and can live up to 120 years, but rarely do so.
Alignment. Kobolds rely on the strength of their group, thus they tend towards Law.
Size. Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small.
Speed. You’re faster than your tiny stature implies. Your base walking speed is 30 feet.
Superior Dark Vision - your dark vision has a radius of 120 feet.
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 were trying to perceive is in direct sunlight.
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
Take One For The Team - As an action on your turn you can cower, deceptively or otherwise, to distract nearby foes. Until the end of your next turn, allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can’t use it until you finish a short or long rest.
Travel Lightly - Due to your weak build you count as one size smaller when determining your carrying capacity and the weight you can push, drag, or lift
Languages - Common and/or Draconic
SUB-RACES
Custodian Kobold (Urban)
- You get +1 to INT. You were born into city life and, while it’s not all it’s not all cashews and spicy beetle stew, it’s home. You know a trade of some kind because you have to be useful.
- Jack of A Trade. While Kobolds’ industrious natures and ingenuity are perfect for Tinkerers in city infrastructure, you may want their talents to be applied elsewhere. You have proficiency with artisan’s tools (any).
- Tight Fit. You can move through the space of any creature that is of a size larger than yours. In addition, if you have nothing on your person that the DM says might impede your movement, you can move through a space meant for Tiny creatures without Squeezing (PHB, pg. 192).
Tribe Kobold (Rural)
- You get +1 to WIS. Your Tribe is your Family, and your Family is your Home. Who the Tribe consists of is up to you. You know the wilderness and how to keep your family safe.
- Tactical Cowardice. You can hide as a bonus-action on each of your turns.
- Master Of One. Depending on your role in the tribe, you have proficiency with one of the following skills: Animal Handling, Perception, Sleight of Hand, Stealth, or Survival. (see paragraph one of Survival Skills, pg.70 of VGtM)















