on Deviant Art
Kobold
“Kobolds are a lot less cute when they learn how to cast fireballs”
Kobolds are small reptilians that resemble lizards and share a blood relation with dragons. However, they are dismissed as cowardly, foolish, and weak. Due to their physical weakness, they gather themselves in underground tribes of more than hundreds of individuals, betting on the strength of numbers to overcome the threats of an uncaring and much bigger world. Although individually they are timid and shy away from conflict, kobolds are dangerous if cornered, vicious when defending their eggs, and notorious for the dangerous improvised traps they use to protect their warrens.
Small and Scaly
Because of their weak and fragile bodies, kobolds are seem as pathetic creatures and treated as a prague. They are shorter than gnomes, standing between 2 and 3 feet tall. They are extremely light and slender, with the heaviest of the kobolds weighing 35 pounds. There is no difference between the height and weight of male and female kobolds. Other races may find it difficult to recognize two kobolds by appearance, but they have no problem recognizing each other.
Although the kobolds are often visualized as having red scales, their colors can vary greatly amongst tribes. Kobold scales can be black, blue, brown, gray, green, orange, orange-brown, red, red-brown, tan, white or patterned with different colors, but most kobolds in the same tribe will have the same color pattern.
You may roll for your character's height and weight on the Random Height and Weight table. The roll in the Height Modifier column adds a number (in inches) to the character's base height. To get a weight, multiply the number you rolled for height by the roll in the Weight Modifier column and add the result (in pounds) to the base weight.
Random Height and Weight
Base Height | Base Weight | Height Modifier | Weight Modifier |
---|---|---|---|
2'1" | 25 lb. | +2d4 | × 1 lb. |
If you want, you can roll on the Scale Color table to randomly determine the appearance of your kobold. If the roll on the Scale Color table indicates a patterned appearance, roll on the Scale Pattern table to determine how the two colors are combined.
Scale Color
d100 | Scale Color |
---|---|
1–5 | Black |
6–10 | Blue |
11–25 | Brown |
26–30 | Gray |
31–35 | Green |
36–40 | Orange |
41–55 | Orange-brown |
56–60 | Red |
61–75 | Red-brown |
76–85 | Tan |
86–90 | White |
91–00 | Patterned (roll twice, ignoring duplicated results and results of 91 or higher |
Scale Pattern
d20 | Scale Pattern |
---|---|
1–4 | Mottled |
5–8 | Reticulated |
9–12 | Shaded |
13–16 | Spotted |
17–20 | Striped |
Lucky the Survivors
Kobolds can live up to 120 years due to their dragon blood, but rarely make it after their second decade. A cruel and bigger world, filled with creatures that see kobolds as insignificant at best—or as slaves at worst—means that most kobolds live in a constant state of fear and concern. Due to this, the little lizards tend to always be sure they have a fleeing route or an ally to improve their chances of succeeding, and float between being quiet or hysterical when cornered.
They know that most creatures will try to kill them, and that their lives will be difficult and short. Nevertheless, they don't see their lives as futile; instead taking pride from their hard work and kinship to dragons, and happy to help the their tribe's expanding. When threatened, kobolds are able to overcome most creatures with numbers and cunning, albeit with numerous losses for them.
Tunneling Burrowers
Kobolds live most of their lifes underground, on systems of tunnels and caves they dig. Their lairs are usually mazes of twisty little passages that can stretch by hundreds of yards, filled with traps to difficult invasions. Hundreds of intersections, abrupt dead-ends, concealed passages and tunnels only large enough to fit kobolds and some other races make their lairs nightmares for outsiders to navigate through.
Kobolds love gold and other trinkets and wealths, and are constantly mining for ore veins they can collect. On top of that, they are in an eternal search for their lost god, who is said to be imprisoned inside a labyrinth underground. Thus, they are always craving more tunnels, and collapsing and sealing off the old ones. This makes extremely difficult to gather information about the pathways of their homes.
The ruler of a kobold tribe is the oldest and smartest kobold alive; the others kobolds respect the ruler's ability to stay alive so long, and hope they will use this knowledge for the good of the tribe. The throne room in any kobold settlement always has a shrine to their imprisoned god.
Kurtulmak: God of Kobolds
The god of kobolds was a vassal of Tiamat. When the gnome god Garl Glittergold stole a treasure from Tiamat's hoard, she sent Kurtulmak to retrieve it. Garl lured his pursuer into a maze-like cavern, then collapsed the exits behind him, trapping Kurtulmak for all eternity.
Kurtulmak is a hateful deity, one who despises all life except for kobolds. He especially hates Garl Glittergold, gnomes, and fey creatures that enjoy playing pranks. He taught the first kobolds how to mine, tunnel, hide, and ambush. He is dominated by his emotions—intelligent, but not wise. Arrogant and prone to goatling, he carries grudges, has a huge chip on his shoulders, and spends a lot of time fashioning elaborate revenge scenarios against those who have disrespected him.
Due to Kartulmax's imprisonment, kobolds despise gnomes, and try to revenge their fallen god the best they can. However, this is usually done by acts that are merely more than pranks, as kobolds are often too afraid of gathering attention to them.
A Much Bigger World
Kobolds rarely want to leave their homes, and adventuring is the last thing most kobolds would ever want to do, since contributing and sticking to their tribes is usually their ultimate goal of life. An adventurer kobold would be exposing itself to the dangers of a world that is indifferent at best, and cruel at worst.
Nevertheless, exceptions may occur. Sometimes a kobold alone may be sent to the outside world as an ambassador or spy to their tribe, or maybe a group of adventures dealing with a kobold infestation decided to take care of the baby lizard that just came out of the egg, or a hag may have cursed a human who denied honoring his part on an old agreement—and now the not-a-human-anymore has to find a way to remove the curse.
Whatever the case, a kobold adventurer is rare, and will attract attention and mistrust from a world that sees their species as nothing more than a prague to be dealt with.
Kobold Names
Kobold names are derived from the Draconic tongue and usually relate to a characteristic of the owner, such as scale color, distinctive body parts, or typical behavior. For example, "Red Foot," "White Claw," and "Scurry" are Common translations of often-used names. A kobold might change its name when it becomes an adult, or add additional word-syllables after important events such as completing its first hunt, laying its first egg, or surviving its first battle. Kobolds don't dicern between male and female names.
Kobold Names: Arix, Eks, Ett, Galax, Garu, Hagnar, Hox, Irtos, Kashak, Meepo, Molo, Ohsoss, Rotom, Sagin, Sik, Sniv, Taklak, Tes, Urak, Varn
Kobold Traits
Your kobold character has innate characteristics adapted for cave dwelling and community life styles.
Ability Score Increase. Your Dexterity score increases by 1, and your Strength score is reduced 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 them evil, but their reliance on the strength of their group makes them trend 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.
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 attack rolls 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.
Subrace. Some kobolds manifest their draconic ancestry in a special way that grants them more respect amongst their tribe. Choose a subrace from common, dragonshield, inventor, scale sorcerer or urd.
Your flavour, your rules!
The score decrease is here to add flavour, and it should be ignored in case it is between the player and the flavour they want.
Common
As a common kobold, you have never awakened any kind of ability or draconic talent that separated you from others of your kin. However, this fact made you learn how to teamwork better than anyone and to understand that the whole is greater than its parts.
Common kobolds are the general workers of kobold tribes, and perform most of the basic tasks of a kobold lair. They are incredibly teamwork inclined and their status as general workers makes them extremely versatile.
Ability Score Increase. Your Dexterity score and another score of your choice both increase by 1.
Small Distraction. As an action, you can distract nearby foes by cowering pathetically, shrieking furiously, boasting arrogantly, or through different means. Until the start of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see or hear you. You can use this trait a number of times equal to your proficiency bonus, and regain all expended uses after a long rest. You don't benefit from the advantage.
Dragonshield
Dragonshields are champions amongst kobolds. They have been gifted by a dragon with great resilience to protect the dragon's eggs, and generally carry a shield of cast-off dragon scales.
Rarely, dragonshields are born amongst normal kobolds, without the blessing of a dragon. Whatever is the case, they are treated with great respect by other kobolds, and are trained with spears and shields. Although respected, most dragonshields are still as coward as other kobolds, and feel unworthy of their status.
Ability Score Increase. Your Constitution score increases by 2.
Dragon Heart. You have advantage on saving throws against being frightened or paralyzed or to ending those effects.
Draconic Blessing. You gain resistance against one type of damage associated with the dragon that gave you their gift.
d10 | Dragon Color | Damage Type |
---|---|---|
1 | Black | Acid |
2 | Blue | Lightning |
3 | Brass | Fire |
4 | Bronze | Lightning |
5 | Copper | Acid |
6 | Gold | Fire |
7 | Green | Poison |
8 | Red | Fire |
9 | Silver | Cold |
10 | White | Cold |
Inventor
Inventors are crafty kobolds that have quick hands, and use it to take the kobolds' taste for traps to the next level. They are creative and use inventions to gain any advantage they can against ther foes.
Inventors don't have a special draconic gift, but they are cleaver and smarter than others of their kin.
Ability Score Increase. Your Intelligence score increases by 2.
Quick Hands. You have proficiency in the Sleight of Hands skill and with thieves' tools.
Trapper. You have advantage on any check related to disarming or creating traps.
Scale Sorcerer
Scale sorcerer kobolds carry an inate talent for arcane magic, given by them through their dragonblood. Since the deity of the kobolds is imprisoned, they don't have divine casters, thus making the scale sorcerers highly valuable members of any kobold tribe.
Scale sorcerers usually use their magic to support their tribe both in times of need and peace. On top of that, they are the diplomats between kobolds and dragons when a kobold tribe resides near a dragon lair.
Ability Score Increase. Your Charisma score increases by 2.
Draconic Casting. You know 2 cantrips of your choice from the sorcerer spell list. Charisma is your spellcasting ability for these cantrips when you cast them with this trait.
Urd
Urds, also called winged kobolds, are kobolds born with a pair of leathery wings, signal of the kobolds' kinship with dragons.
Although a gift someone could think kobolds would take pride of as a display of their blood relation with dragons, most of them dislike and envy urds. Due to this, urds are often mistreated by others from their kin.
Ability Score Increase. Your Dexterity score increases by 1.
Winged. You have a flying speed equal to your walking speed.
Civilized Kobold
In some cases, your kobold may have grown up in a human city, amongst an elven family or with an adventurer group. There are many possibilities for a kobold who didn't grow up with a kobold tribe, and you can use these variant rules to represent that:
Ability Score Increase. Your Dexterity score increases by 1, and your Strength score is reduced by 2.
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.
Bigger Friends. When an ally within 30 feet of you that you can see, and that is at least one size category larger than you, scores a critical hit, you can use your reaction to get inspired by your bigger ally. Once you do this, you can add a 1d4 bonus to the next ability check, saving throw or attack roll you make until the end of that round. Once you've used the bonus, you cannot use this trait again until you finish a long rest.
Subrace. Choose a subrace from common, drangonshield, inventor, scale sorcerer or urd.
Racial Feats
Force in Numbers
Prerequisite: Kobold (common)
You excel at teamwork, even for kobolds, and gain the following benefits:
- You can use the Small Distraction racial trait as a bonus action instead of an action, and its range increases by 5 feet.
- When an ally makes a melee attack against a creature within 5 feet of you, you can use your reaction to make one melee weapon attack against that creature.
Egg Protector
Prerequisite: Kobold (dragonshield)
Dragonshield kobolds are expected to protect the eggs of a dragon, and to do so they train with shield and spear, becoming the warriors of kobold tribes.
- You gain proficiency with shield and spear.
- Spears have the finesse property when wielded by you.
Hardened Scales
Prerequisite: kobold (dragonshield)
The draconic gift bestowed upon you also hardened your scales, giving you extra protection. You gain the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- Your scales harden. While you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit. If the armor you are wearing would leave you with a lower AC than this trait, you can use the AC from Hardened Scales instead.
Prepared Inventor
Prerequisite: Kobold (inventor)
You are resourceful and clever for a kobold, although quite eccentric as well.
- You carry a number of your inventions with you equal to your proficiency bonus, and you can use each one once as an action. Their DC is 8 + your proficiency bonus + your Intelligence modifier. All initial damage caused by your inventions increases by an additional 1d6 at 8th level, 12th level, 16th level and 20th level. After finishing a long rest and spending 10 minutes to forage and prepare, you can choose a number of new inventions to have prepared equal to your proficiency bonus, and regain all expended uses of your inventions.
1. Acid. You hurl a volatile flask of acid on a location within 20 feet of you. All creatures in a 10-foot radius from the location must make a Dexterity saving throw, taking 2d6 acid damage on a failed save, or half as much damage on a successful one.
2. Alchemist's Fire. You hurl a flask of alchemist fire on a creature within 20 feet of you, who must make a Dexterity saving throw. On a failed save, the target suffers 1d6 initial fire damage, and 1d6 additional fire damage at the start of each of its turns. The target or any creature within 5 feet of it can take an action to extinguish the flames.
3. Green Slime Pot. You hurl a pot full of green slime on a creature within 20 feet of you, who must make a Dexterity saving throw. On a failed save, the target is covered in green slime and takes 1d6 acid damage at the start of each of its turns. The target or any creature within 5 feet of it can take an action to remove the slime.
4. Pocket Sand. You throw sand at a creature within 5 feet of you. The target must succeed on a Dexterity saving throw or be blinded until the start of your next turn.
5. Scorpion on a Stick. You attack a creature within 5 feet of you with a scorpion tied to the end of a 5-foot-long pole. The target automatically suffers 1 piercing damage and must make a Constitution saving throw, taking 2d6 poison damage on a failed save, or half as much damage on a successful one. On a failed save the target is also poisoned for 1 minute. The affected target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
6. Skunk in a Cage. You release a skunk into an unoccupied 5-foot-square space within 20 feet of you, which immediately sprays its musk at a random creature within 5 feet of it and flees. The target must make a Constitution saving throw. On a failed save, the target retches and can't take actions for 1 minute. The target can repeat the saving throw at the end of each of its turns and when it takes damage, ending the effect on a success. If the saving throw is triggered by damage, the target has advantage on it.
7. Unstable Alchemy Flask. You shake and hurl a flask of unstable alchemical reagents on a location within 20 feet of you. All creatures in a 10-foot radius from the location must make a Dexterity saving throw, taking 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
8. Wasp Nest in a Bag. You throw a small bag into a 5-foot-square space within 20 feet of you. A swarm of insects (wasps) with 11 hit points emerges from the basket and takes its turn immediately after yours. It attacks the nearest creature until that creature is reduced to 0 hit points, after which the swarm disperses. It is hostile towards you and your allies.
- Additionally, you can choose to panic and use one of your inventions as a bonus action instead of an action, however to do so you must roll a d8 die to determine which invention you use. If you roll an invention you didn't prepare, you can roll again, but if you roll a used invention, nothing happens and your bonus action is wasted. You can only use one invention each turn
Smart Endeavors
Prerequisite: Kobold (inventor)
The time you expended making and dealing with traps and other inventions has taught you how to make better use of tools, granting you the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You gain proficiency with two types of artisan tool of your choice.
- You can use your Intelligence modifier instead of other ability score modifiers when using any set of tools you are proficient with.
Draconic Magic
Prerequisite: Kobold (scale sorcerer)
The magical gifts from your draconic blood further awaken within you, and start manifesting as a specific dragon color, granting you the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- Choose one type of dragon from the table above. You learn one cantrip and one 1st-level spell associated with your choice, and you can add your Charisma modifier as bonus damage to one damage roll against one target of the spells you learned through this feat. You can cast the 1st-level spell once without a spell slot, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells when you cast them using this feat.
d10 | Dragon Color | Spells |
---|---|---|
1 | Black | acid splash, Tasha's caustic brew |
2 | Blue | shocking grasp, witch bolt |
3 | Brass | burning hands, fire bolt |
4 | Bronze | shocking grasp, witch bolt |
5 | Copper | acid splash, Tasha's caustic brew |
6 | Gold | burning hands, fire bolt |
7 | Green | poison spray, ray of sickness |
8 | Red | burning hands, fire bolt |
9 | Silver | ice knife, ray of frost |
10 | White | ice knife, ray of frost |
Gold Finder
Prerequisite: Kobold (scale sorcerer)
Sorcerer kobolds are inclined to divination magic, indicating the rest of the tribe where to go when mining for gold. You learn how to use your magic to feel and locate ore veins and other wealths around you.
- You always know if coins, gold, silver or precious gems are false or have less value than others say if you can see them or a pouch they are in.
- As an action, you can use your magic to sense ore veins within a 60-foot radius from you, as well as any amount of coins, gold or silver of value equal or higher than 100 gp. You don't feel illusions with this trait.
- You learn one 1st-level spell of your choice from the divination spell list. You can cast it once without using a spell slot, and you regain the ability to do so once you finish a long rest. Charisma is your spellcasting ability for this spell when casted using this trait.
Pack Tactics
Prerequisite: Kobold (civilized)
Your kobold blood has given you an instinctive teamwork ability, granting you the following benefits:
- Once per turn you can have advantage on one 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.
- You can use your Bigger Friends racial trait a number of times equal to your proficiency bonus per long rest.
Burrower
Prerequisite: Kobold
Kobolds live in underground caverns that they dig by themselves. As a kobold, you learn how to burrow and create small tunnels with a pickaxe.
- As an action while holding a pickaxe, you can grant yourself a burrow speed of 15 feet through non-rock earth until the end of your turn. When you use your burrow speed with this trait, you clear the path behind you.
- You can use a pickaxe as a melee weapon with the finesse and versatile properties, which deals 1d8 piercing damage (1d10 when used with two hands). You are proficient with pickaxes used this way.
- When attacking with a pickaxe, you can swing it wildly. When you do so, you give yourself disadvantage on the attack roll, but you cause double your proficiency bonus as bonus damage if it hits.
Kobold Cowardice
Prerequisite: Kobold
Kobolds are known for their cowardice and stupidity, though you could call it cleverness. Your inate sense of self preservation grants you the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- You gain proficiency in the Stealth skill if you didn't have it already.
- You have advantage on Dexterity (Stealth) checks to hide yourself or to stay hidden if you don't move on your turn.
- When you use the Disengage action on your turn, your speed increases by 10 feet until the end of your turn.
Small Lizard's Nimbleness
Prerequisite: Kobold
You are exceptionally nimble and agile, even for a kobold. You gain the following benefits:
- You can move through the space of any creature that is at least one size larger than you.
- You can take the Dash or Disengage action as a bonus action on each of your turns.
Used to Traps
Prerequisite: Kobold
As a kobold, you have almost a sixth sense to find and avoid traps, granting you the following benefits:
- Increase your Wisdom score by 1, to a maximum of 20.
- You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks to localize traps, and in Dexterity saving throws to avoid them.
Credits
Arts. The art featured on the cover page was done by Megacelo (Deviant Art), and the art of the last page was done by u/Fuzzydrag0n (r/KoboldLegion). All other arts belong to Wizards of the Coast.
Feats. The feats of this document were inspired by: Kobold player race.
Text and Content. Great part of the content featured in this document, and in fact entire sections of text, were retired from Volo's Guide to Monsters, published by Wizards of the Coast.