Kobold Hero
Kobolds have traditionally been scorned by other races as weak and cowardly. But in recent years, a new breed of kobold has emerged. They figuratively and literally worship the legendary adventurer Spurt, who fearlessly assaulted a fire giant with his wasp nest.
Prerequisite: Kobold
Lone Hero
You stand alone, ready to protect your tribe. At 3rd level, you lose the kobold racial features Grovel, Cower, and Beg and Pack Tactics. However, you become immune to being frightened.
The Light! I See the Light!
At 3rd level, you lose the kobold racial feature Sunlight Sensitivity.
Spurt's Weapons
Starting at 3rd level, you wield the two sacred weapons of Spurt: the scorpion on a stick and the centi-pult. You are proficient with both of them.
The scorpion on a stick is effectively a quarterstaff with the finesse quality. Once per round when you hit a creature with it, the scorpion stings the target. It takes 1 piercing damage and 1d4 poison damage. At 5th, 11th, and 20th level, the poison damage increases to 1d6, 1d8, and 1d10 damage.
The centi-pult is a ranged weapon with the ammunition and two-handed qualities. It has a range of 25/40. It deals 1d4 piercing damage and 1d4 poison damage. You carry the ammunition (centipides) in a basket. No matter how many you take out, there are always more.
The scorpion and centipides are divine gifts bestowed by Spurt and cannot be harmed in any way.
11 Days!
The number 11 holds great significance for you, as the mighty Spurt lived 11 days.
Starting at 7th level, when you roll an 11 on a d20, you can treat the result as if you had instead rolled a 20 on the d20.
Once you use this feature, you can't use it again until you finish a short or long rest.
Superior Spurt's Weapons
At 7th level, your scorpion on a stick and centi-pult count as magical weapons for the purpose of overcoming resistance and immunity to non-magical attacks and damage. The poison damage from the weapons ignores resistance and immunity to poison.
If you perform a 1-hour ritual with a magical weapon, you can transfer any + bonus it has to either of the two sacred weapons. By performing another 1-hour ritual, you can transfer the + bonus back to a weapon of the same type.
If you attune to a magical melee weapon, you can turn it into a scorpion on a stick as long as it you remain attuned to it.
If you attune to a magical ranged weapon, you can turn it into a centi-pult as long as it you remain attuned to it.
Transformed weapons retain their magical properties.
Green Slime Pot and Rot Grub Pot
At 10th level, Spurt blesses you with a pot of green slime and a pot filled with rot grubs. When you take the Attack action, you can substitute one attack by hurling a pot at a target within 15 feet of you. The pot shatters upon impact, releasing its lethal contents. The target must make a Dexterity saving throw.
The green slime pot deals 4d4 + half your fighter level acid damage to creatures that fail, and half of that to those that succeed.
The rot grub pot deals 4d4 + half your fighter level necrotic damage to creatures that fail, and half of that to those that succeed.
The DC of this and other features from this subclass is 8 + your proficiency bonus + your Wisdom modifier.
Upon completing a long rest, one new pot of each type appears at your side.
I'm Very Quiet!
Starting at 10th level, when you make a Dexterity (Stealth) check and roll a 9 or less on the d20, treat the roll as if you instead rolled a 10.
Art Credit
Spurt by Rookzer0
Kobold Inventor by Wizards of the Coast
Spurt by Moeva
Pray to Spurt
Beginning at 15th level, you can communicate with the spirit of Spurt. You can cast Commune once per week without material components.
Skunk in a Cage
When you reach 15th level, Spurt gives you a skunk in a cage. As an action, you can harass the skunk into stinking your foes. All creatures of your choice in a 10-foot radius of you must make a Constitution saving throw against poison. On a failed save, a creature spends its action on its turn for 1 minute covering its nostrils and reeling. Creatures can repeat the saving throw at the end of their turn, ending the effect on a success. Creatures that cannot smell or are immune to poison are not affected.
Once you use this feature, you can't use it again until you finish a long rest. The skunk is a holy weapon and so cannot be harmed.
Wasp Nest
At 18th level, Spurt grants you one of the holiest relics of your faith: a wasp nest in a bag.
As an action, you can throw the nest up to 30 feet. The enraged swarm emerges and fiercely stings the creatures around it. This acts like the Insect Plague spell, except that it is not a concentration effect and does not harm you.
Once you use this feature, you must finish a long rest before you can use it again. Upon finishing a long rest, a new nest appears beside you.