Kobold
Kobold
ability score increase:
Your Dexterity score increases by 2 and your Intelligence score increases by 1.
age:
Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so.
alignment:
Any
Size:
Small
speed:
30ft
Languages:
Common and Draconic
race features:
Size. Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small. 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. Crafty. You have proficiency with artisan’s tools (tinker’s tools), and can use these to create traps using the materials available in the environment. Emergency Retreat. Whenever you are below your maximum hit points and you take damage or an opponent's attack misses you, you can use your reaction to move up a number of feet up to your walking speed away from the attacker or source of the damage. This movement doesn’t provoke opportunity attacks. You can use this feature twice, and you regain any expended uses when you finish a short or long rest. 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. Trap Cunning. You have advantage on Wisdom (Perception) checks to spot traps and hazards. When disarming traps, you are considered proficient and add double your proficiency bonus in place of your regular proficiency bonus. 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.
Size. Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small. 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. Crafty. You have proficiency with artisan’s tools (tinker’s tools), and can use these to create traps using the materials available in the environment. Emergency Retreat. Whenever you are below your maximum hit points and you take damage or an opponent's attack misses you, you can use your reaction to move up a number of feet up to your walking speed away from the attacker or source of the damage. This movement doesn’t provoke opportunity attacks. You can use this feature twice, and you regain any expended uses when you finish a short or long rest. 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. Trap Cunning. You have advantage on Wisdom (Perception) checks to spot traps and hazards. When disarming traps, you are considered proficient and add double your proficiency bonus in place of your regular proficiency bonus. 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.
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