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Kobolds

 
The first of the Dracospawn. Kobold were birthed by the Draconic Primes to serve. Before the Primes devolved into all out open war they came together to create these generally timid creatures in their own image to worship and serve them. The Kobolds primary tasks involved carving and digging out tunnels and caves for their primes to call home or new basses where they could store their gluttonous wealth. When they weren't busy with that they often were sent underground to mine for precious jewels and metals to appease the greedy nature of the primes, or were reduced to direct servitude, feeding, bathing, or taking part in active worship.  

Traits

Age: Kobolds reach adulthood at age 6 and can live up to 100 years but rarely do so.   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 ft.   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.   Languages: You can speak, read, and write Common and Draconic.

Subspecies

Tunnel Kobold

  What one could consider an "average" Kobold, these Tunnelers were what the Primes had in mind when they collectively crafted this race meant to spend their lives in total devout servitude. Small, wiry, and often timid, these creatures traditionally were programmed from birth to fear confrontation and to consider the primes as their Gods, with their lives being a gift that they would spend the entirety of trying to pay off the impossible debt of. These Dracospawn were rarely fed or clothed by their primes and as such became quite adept over time at trapmaking and setting, desperate to catch their own sources of food and to gather materials to craft their own clothing. There is a stark misconception that Kobolds are often stupid, and while that may be true of some individuals, it is generally a cruel myth. While perhaps not educated in the classic concept, many Kobold are quite bright and tend to pick up the arts they devote themselves to fairly quickly.   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 you can see. Once you use this trait, you can't use it again until you finish a short or long rest.   Traps as an Art: Known for their intricate and involved traps, you gain proficiency with Tinkerer's Tools and may use them when attempting to disable traps.   Miner's Internal Clock: You can tell what time of day it is even when deep underground or inside of caves.   Sunlight Sensitivity: You have disadvantage on attack rolls and on perception checks that rely on ight when you, your target, or whatever you are trying to perceive is in direct sunlight.

Dragonwrought Kobold

  Though rare, occasionally a Kobold will lay a pair of eggs specked with bits of color throughout, an event considered sacred by the culture at large. As these eggs incubate the colors will become bolder, taking up more of the otherwise plain looking egg, like deep veins of precious materials buried in the shell. These eggs are always born in pairs and are hatched on the surface in a ceremony that the Kobold believe bless the spawn with strength and resolve. these are the Dragonwrought Kobold. Born with distinctly more draconic features, these mutated creatures are considered to be a gift given through the bloodlines and will be raised above the surface, with their parentage being sent above ground to live beside them and raise them until such a time as they are ready to look after themselves. While it is not uncommon for the twin Dragonwrought to separate when they are of age, their bond maintains forever, graced to share the essence of their forebearers   Dragonwrought Kobold are generally a bit taller than their Tunnel kin, with wide sweeping wings, a more draconic maw, and thicker tails. Often more muscular and powerful, these Kobold are often the protectors and muscle for their smaller kin, and while not nearly as physically dominant as Dragonborn, the Dragonwrought are often sent into battle before their larger cousins.   Draconic Legacy: The kobold connection to dragons can manifest in unpredictable ways in an individual kobold. Choose one of the following legacy options when you select this race:  
  • Born with the sight of your progenitors, you gain proficiency in Perception
  • You know one cantrip of your choice from the sorcerer spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for that cantrip (choose when you select this species).
  • You have resistance to the damage type associated with your draconic ancestry. (Refer here Dragonborn for the Draconic Ancestry Chart)
Draconic Roar: As a bonus action, you let out a draconic roar at your enemies within 10 feet of you. Until the end of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear the roar. Once you use this trait, you can't use it again until you finish a short or long rest.   Draconic Lineage: You have large dragon wings and gain a fly speed of 25. You must end your turn on stable footing or fall to the ground. At level 9 you no longer need to end your turn on stable footing.

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