Kobold
  1. Races

Kobold

Humanoid

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The wild tribes of kobolds are often dismissed as cowardly, foolish, and weak, but these little reptilian creatures actually have a strong social structure that stresses devotion to the tribe, are clever with their hands, and viciously work together in order to overcome their physical limitations. Some kobolds that have integrated into the city have become much more civilized, devoting their curiosity towards crafts. Often, these kobolds are workers in much bigger workshops, being well adjusted to working in groups indoors. Kobolds were aggressive, inward, yet industrious small humanoid creatures. They were noted for their skill at building traps and preparing ambushes, and mining. They were distantly related to dragons and urds, often found serving as their minions.

Small dragons.

A kobold was a reptilian humanoid, standing between 2' and 2'6" (60cm – 75cm) tall, weighing 35 to 45 pounds (16 – 20kg), with scaled skin that comes any color a dragon can and burnt orange to red eyes, but the most common colors is the chromatic dragon scales. Their legs were sinewy and digitigrade. They had long, clawed fingers and a jaw like a crocodile. Small white or tan horns protruded from their head, and they had rat-like tails. They would often smell of wet dog and stagnant water. Kobolds liked to wear red or orange garments, which were usually ragged.

Wild or domesticated

Wild kobolds lived in the dark, ideally underground or thick forest, in tribal societies. Their lairs were often overcrowded, although when one tribe became too numerous, it split into numerous smaller ones. The overcrowding eliminated the concept of privacy, so kobolds slept in communal areas where nudity was not regarded as shameful or offensive, even to the opposite sex. Kobolds wore clothing for function or ritual, but not to prevent nudity. The common overcrowding often led to conflict, and two kobolds would fight to settle their differences, although these fights were not usually lethal. This led to a lack of deep-rooted divisions or grievances in kobold society. They were respectful of authority figures, and would obey diligently, particularly when their ruler was of lawful evil alignment.

Wild kobolds had specialized laborers, yet the majority of kobolds were miners. They possessed darkvision and were particularly sensitive to bright light. Kobolds preferred exile to execution, and in some disputes, kobolds would split tribes in order to spread their kind over a larger region. Kobolds had natural tendencies towards sorcery. They could live up to 135 years, and dragonwrought even longer. Kobolds were similar to dragons, but while dragons had warm blood, kobolds were cold-blooded. Due to this, they were susceptible to cold, especially if it was brought on quickly. They enjoyed swimming and would gather to bathe together, especially after shedding. Kobolds would take a lot of care maintaining their claws and teeth, using smooth stones to polish claws and chewing roots to clean teeth. It was unknown how kobolds were of dragon heritage. While each kobold valued its own life, the tribe came first. They considered the success of their tribe to be their own success.

City kobolds lived in group homes as a homage to their days staying in tribalistic societies. They work together quite well in groups often working in the same workshops. They don't know if it's their dragon heritage or their cunning from a long tradition of surviving in the wilds that helped give them a natural knack for shop work. Kobold families are often prized in production due to their knack and work ethic. It's not uncommon for kobold families to run their own business's where the family owns, lives, and works at.

Most families tend to focus on one kind of craft in the household, rarely having a kobold that picks a job or craft that doesn't support the family craft directly. They still live in a hierarchy and are led by the most intelligent which tends to be the oldest. Often the role of leadership is handed down to the most accomplished. For customs and courtesies almost all city kobolds come from the city-state of the golden dragon family and share them with the many drakon that live there.

Kobolds out for inspiration

Wild kobolds explore outside of their burrows to find things to bring back to the tribe. Often this includes gold, new gear, and sometimes slaves. They tend towards classes with no particular bend towards good. This often means fighters, rogues, and sorcerers when gifted with a higher heritage from dragons. The city kobolds go on adventures to explore their crafts and to find new knowledge to help their clan, often being wizards, artificers, and other magically inclined classes. They do often pick up tool skills.

Kobold Features


Ability Score Increase. You can increase any ability score by 2.

Age. Wild Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so. City Kobolds are likely to reach 120.

Alignment. Wild Kobolds are fundamentally selfish, making them evil, but their reliance on the strength of their group makes them trend toward law. The City Kobolds trend towards neutral as is needed and influenced by the golden dragon family.

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 gray.

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 Common and Draconic.

Kobold origin. Pick one ability from below that matches you origin.

  • City Kobold - Cutting Corners. Spending more time completing repetitive mundane tasks, the city kobold has learned some efficient shortcuts to get the job done, although sometimes its at the expense of tools. You can add +2 to any ability check made with a tool you are proficient in, but risk damaging your tools. Anytime you roll a 5 or lower on the d20 dice your tools used for the check become damaged, if they were already damaged when you made this check, then your tools are broken and will need to be fixed or replaced. Regardless, you can use this ability twice a day.
  • Wild Kobold - Cowardice. Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your 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 again until you finish a short or long rest.

Variant kobold.
As an option you can replace Pack Tactics for wings. If you do have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor.