Kobolds

Small humanoids with dragon heritage who make their homes in the caves and mountains in southern Old Home. A kobold adventurer is most likely an outcast who did not fit into kobold society, or an agent of a dragon.

Game Info

Age

Kobolds reach adulthood at age 6, and can live to be over 100.

Size

Kobolds are Small, 2 to 3 feet tall and weighing 25 to 35 pounds.

Speed

Your base walking speed is 30 feet.

Ability Score

Your Dexterity score increases by 2.

Languages

  • Common
  • Draconic

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.

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.

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.

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.

Draconic Legacy

The kobold connection to dragons can manifest in unpredictable ways in an individual kobold. Choose one of the following legacy options:

  • Craftiness - You have proficiency in one of the following skills of your choice: Arcana, Investigation, Medicine, Sleight of Hand, or Survival.
  • Defiance - You have advantage on saving throws to avoid or end the frightened condition on yourself.
  • Draconic Sorcery - You know one cantrip of your choice from the sorcerer spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for that cantrip.
  • Tail Whip - You can make unarmed strikes with your tail. When you hit with it, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.
  • Draconic Cry - Your Grovel, Cower and Beg ability is replaced with Draconic Cry.

Draconic Cry (Legacy ability)

As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Reputation

Individual kobolds are mostly seen as small, weak, cowardly nuisances of little note. A group of kobolds can be a dangerous problem for common folk however, and overall their reputation is neutral to negative with most others.

Salamanders are a notable exception; a common salamander has little to fear from a small group of kobolds and they generally maintain a respectful distance. To the average salamander, kobolds are decent neighbors who can even be allies in a pinch.

Kobold Culture

Kobolds and salamanders pushed almost everyone else out of Old Home centuries ago and kobold society has progressed undisturbed for that time. They have little interaction with the outside world and devote themselves to hunting and scavenging, and building shrines to their chosen dragons.

Religion in Kobold Society

Kobolds generally worship dragons, and although there is some infighting between metallic and chromatic followers they would still tend to band together against an external threat.

To a kobold, following the wrong dragon is still better than following anything other than a dragon.

Notable Kobolds

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Major events in Kobold History

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pre-isolation events

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mid-isolation events

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Post-isolation events