Cyborg Kobold (5e Race)

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Cyborg Kobold[edit]

With the advent of Warforged, a couple of crafty dragons decided they would improve their legions of kobolds. Be it a cruel experiment on an unwilling subject by a chromatic dragon or a willing kobold braving unknown science for the sake of his or her benevolent master, these kobolds have come out as melds of flesh and machine, more powerful than any normal kobold could hope to be

Physical Description[edit]

Cyborg Kobolds look much like regular kobolds, with the exception of having replaced parts of their body with machine parts

History[edit]

Their history depends much on the kind of dragon they serve under. While a red dragon may have created one by simply hacking limbs off and replacing them to give the dragon a slight edge in burning villages down to plunder their loot, a gold dragon might have been personally asked by one of his or her kobold underling to become one of these

Society[edit]

Much like regular kobold society, though they are usually superiors because of their augmentations

Cyborg Kobold Names[edit]

Kobolds are not usually given names at birth, instead they are named according to their actions, or whatever the dragon decided to call them for their convenience ('you' is the most common name among the species at large), this applies to their cybernetic brethren as well

Male: Dii, Dwiin, Kendov, Diil, Komeyt

Female: Dii, Dun, Kulaas, Diil, Komeyt

Cyborg Kobold Traits[edit]

Ability Score Increase. Your Dexterity score increases by 2 and your Constitution score increases by 1, your Strength score decreases by 1
Age. They mature at 6 and with the right maintenance can theoretically be immortal
Alignment. Cybernetic Kobolds do not lean towards any particular alignment
Size. Cybernetic Kobolds range from 2 to 4 feet and weigh 17 to 60 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.
Cyborg Resilience. You have resistance to poison damage and have advantage on saving throws against being poisoned.
Languages. You can speak, read, and write Common and Draconic
Subrace. Augmented mind, Augmented body, and Cybernetically resurrected

Augmented mind[edit]

These kobolds have chosen to go down the path of brains over brawn, usually they are metallic or serve under a metallic dragon for reasons unknown Ability Score Increase. Your Intelligence score increases by 1
Skilled. You gain proficiency in any combination of 3 skills or tools of your choice.
Natural Magician. You know 1 cantrip from the wizard spell list and 1 cantrip from the cleric spell list, your spellcasting ability is Intelligence

Augmented Body[edit]

The most common of all cyborg kobolds, and the ones most likely to die in combat Ability Score Increase. Your Strength and Constitution or Dexterity score increases by 1
Savage Attacker. Once per turn when you roll damage for a melee weapon attack, you can reroll the damage dice and use either total.
Mobile. You are exceptionally speedy and agile. You gain the following benefits: Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Powerful build. You count as one size larger when determining your carrying capacity

Cybernetically resurrected[edit]

Produced by a ghastly dabbling in cybernetic necromancy, these Kobolds have been brought from the dead by very drastic modification (note for GMs and players: any kobold can become this if he or she dies and is brought to a dragon willing to do it. Only metallic dragons extremely close to the kobold in question, chromatics, and others will preform this procedure, though the latter 2 will put a very high price on his or her services) Ability Score Increase. Your Charisma decreases by 2; your Strength, Constitution and Dexterity increases by 1
Highly magic. Because of the nature of your augmentations, if you are to enter an antimagic field, you must make a Charisma saving throw that has a dc equal to the caster of the antimagic field's saving throw dc (if there was no caster or otherwise, the dc is 14) or all augmented parts be rendered useless until exiting the antimagic field. You also ping on detect magic and likewise spells
Skilled. You gain proficiency in any combination of 3 skills or tools of your choice.
Armor plating. In the process of your resurrection, you have gained extra armor to assist you in not dying a second time. your ac increases by 2

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
2-4′ {{{inches}}}″ +{{{heightmod}}} Varies lb. × ({{{weightmod}}}) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Suggested Characteristics[edit]

When creating a <race name> character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.

d8 Personality Trait
1
2
3
4
5
6
7
8
d6 Ideal
1
2
3
4
5
6
d6 Bond
1
2
3
4
5
6
d6 Flaw
1
2
3
4
5
6

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