Kobolds of Eberron
The Kobolds of the Eberron campaign setting differ slightly from their portrayal in other settings. This document attempts to balance the race using the methods detailed within the Detect Balance sheet. The following excerpt from Keith Baker's 'Dragonshards' has served as inspiration and a guide for injecting flavour.
The Kobolds of Khorvaire
The kobolds of Khorvaire trace their history to the dawn of Eberron. According to ancient legend, kobolds were formed from the drops of blood shed in the battle between Eberron, Siberys, and Khyber. A new generation of dragons descended from Siberys, Khyber brought forth fiends and horrors, and Eberron gave birth to the creatures of nature -- but the kobolds were already there, spawned from the first battle. True or not, this myth is the driving force behind kobold psychology and culture.
Two subraces of kobold exist in Khorvaire: the iredar and the irvhir. These two races share a common appearance, however the key distinction between the kobold subraces is supernatural. Kobolds produce a surprising number of sorcerers, which is a phenomenon they attribute to their supposed bond to the progenitor dragons. Irvhir sorcerers typically possess spells tied to corruption and darkness, while iredar sorcerers usually have powers of defense and binding.
Kobold Traits
Kobolds share certain racial traits as a result of their draconic ancestry.
Ability Score Increase. Your Dexterity score increases by 2.
Age. Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so.
Alignment. Kobolds are fundamentally selfish, making some view them as evil, but this is a common misconception. Most kobolds just want to be left alone, as such they tend toward neutrality. Their reliance on the strength of their group makes them lean toward law.
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.
Superior Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 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.
Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is 11 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Scurry. You can move through the space of any creature that is of a size larger than yours.
Trap Sense. Your time spent living underground grants you special insight into the locations of traps hidden in the shadows. Whenever you make a Wisdom (Perception) check to locate traps in dim light, you are considered proficient in the Perception skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Languages. You can speak, read, and write Common and Draconic.
Subrace. Two subraces of kobolds populate Eberron: the iredar and the irvhir. Choose one of these subraces.
Iredar
The iredar (Draconic for "ones of earth") trace their ancestry to the progenitor dragon Eberron. They are more personable than the irvhir due to greater contact with the surface world.
Ability Score Increase. Your Charisma score increases by 1.
Iredar Instincts. Your racial instincts allows you to reproduce some minor magical effects via mundane means. You are proficient with artisan’s tools (alchemist’s supplies) and you produce these spell effects through these supplies. You must have a spellcasting focus—specifically alchemist’s supplies—in hand when you cast spells with this feature.
You know the acid splash cantrip. When you reach 3rd level, you can cast the grease spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the web spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
'Kobold Chieftain' image by BryanSyme.
Irvhir
The irvhir (Draconic for "ones below") descend from the progenitor dragon Khyber. They are more coldly intelligent than the iredar due to the harsh reality of living in Khyber.
Ability Score Increase. Your Intelligence score increases by 1.
Irvhir Cunning. Your racial cunning allows you to reproduce some minor magical effects via mundane means. You are proficient with the poisoner’s kit and you produce these spell effects through it. You must have a spellcasting focus—specifically a poisoner’s kit—in hand when you cast spells with this feature.
You know the poison spray cantrip. When you reach 3rd level, you can cast the ray of sickness spell once with this trait and regain the ability to do so when you finish long rest. When you reach 5th level, you can cast the ray of enfeeblement spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Flying Kobolds (Urd)
Stories are told of a third subrace of kobolds: the irsvern (Draconic for "ones above"), children of Siberys. According to legend, these kobolds have wings and live in hidden communities on the peaks of the tallest mountains. These winged kobolds are said to posess astonishing sorcerous powers, however these stories have yet to be proven true.
Revisions in v1.1
- Removed the -2 Strength penalty, Pack Tactics, and Sunlight Sensitivity and Darkvision.
- Added Superior Darkvision.
- Reworked the spells available to the subclasses. The intent is the spells aren't actually spells but are created via alchemy, trickery, or other such means.
- Reworked Trapsmith as a core race skill.
Revisions in v1.2
- Reworded the opening paragraph.
- Removed some text from the quoted excerpt.
- Removed the +1 Intelligence increase from the base race and granted it to the Irvhir subrace instead.
- Added +1 Charisma to the Iredar subrace.
- Removed Trapsmith. Kobolds that take up adventuring tend to be more proactive and end up being the one's entering areas with traps, not creating them.
- Renamed Scamper to Scurry.
- Added Detect Traps to the base race.
- Reworked Cunning Mind, Iredar Ingenuity and Irvhir Adaptability. The features are now Iredar Ingenuity and Irvhir cunning and they better explain how your ability to replicate spells works.
- Added some description to the subraces.
Revisions in v1.3
- Renamed Iredar Ingenuity to Iredar Instincts.
- Reworded Detect Traps slightly.
Revisions in v1.4
- Renamed Detect Traps to Trap Sense.
- Encased the excerpt in a description box.
- Added a note about flying kobolds.
- Various text fixes.
Revisions in v1.5
- Added Kobold Chieftain image.
Revisions in v1.6
- Formatting changes.