Kobold, 2nd Variant (5e Race)

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Kobold[edit]

"Never make the mistake of thinking kobolds are stupid or backward just because they're small. Size has nothing to do with it."

-Volo

Physical Description[edit]

Kobolds look like small Dragonoid creatures, about three feet tall with bright red scales. They would say this is due to their being descended from the mighty dragons and the blood of Tiamat.

Society[edit]

Kobolds are degenerate creatures who dwell below cities in small communities.

Kobold Names[edit]

Kobold name's are often derived from the draconic tongue and related to a characteristic of the owner.

Names: Arix, Eks, Ett, Galax, Garu, Hagnar, Hox, Irtos, Kashak, Meepo, Molo, Ohsoss, Rotom, Sagin, Sik, Sniv, Taklak, Tes, Urak, Varn

Kobold Traits[edit]

Ability Score Increase. Your Dexterity score increases 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, except for the metallic Kobolds which are often good
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 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.
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.
Natural Armor. You have tough, scaly skin you inherited from the dragons. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Languages. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.
Subrace. Select one of the subraces below.

Urd[edit]

Ability Score Increase. Your Dexterity score increases by an additional 1. As normal, you can't increase an ability score above 20 using this feature.
Flight. You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor.

Dragonshield[edit]

Ability Score Increase. Your Constitution score increases by 1.
Dragon's Resistance. You have resistance to a type of damage based on the color of the dragon that invested you with power: acid (black), cold (white), fire (red), lightning (blue), or poison (green).
Heart of the Dragon. If you are frightened or paralyzed by an effect that allows a saving throw, you can repeat the save at the start of its turn to end the effect on itself and all allies within 30 feet of you.

Chromatic Kobold[edit]

Ability Score Increase. Your Wisdom score increases by 1.
Draconic Blessing. You gain a trait based on your chromatic heritage, selecting from the following:

Brass Heritage: You know the friends cantrip. When you reach 3rd level, you can cast the sleep spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the calm emotions spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.

Bronze Heritage: You know the thunderclap cantrip. When you reach 3rd level, you can cast the thunderous smite spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the dust devil spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.

Copper Heritage: You know the ray of frost cantrip. When you reach 3rd level, you can cast the arms of hadar spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the web spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.

Gold Heritage: You know the frostbite cantrip. When you reach 3rd level, you can cast the command spell (drop option only) once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the ray of enfeeblement spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.

Silver Heritage: You know the booming blade cantrip. When you reach 3rd level, you can cast the tasha's hideous laughter once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the hold person spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
′ ″ + lb. × () lb.

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


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