Kobold, 3rd Variant (5e Race Variant)
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Kobolds are reptilian humanoids, standing between 2 and 3 feet tall. Their legs are digitigrade and their fingers are long and clawed. Kobolds have a snout similar to a crocodile and have long tails. Their skin is scaly and can be a variety of colors but the most common are shades of red, brown and black. Small horns grow from the top of a kobold's head.
Dragonwrought kobolds have a more powerful connection to their dragonic ancestors so they have patches of scales that are colored to match their respective ancestor. Some of them were also born with wings, allowing them the ability to fly if they were raised in an environment where they could practice this ability.
Kobold clothing is simple and often ragged. Clothing was chosen for its functionality, not for preventing nudity.
Kobolds usual like living in dark places, tending to live in thick forests, caves and deep underground. However they are cold-blooded so they tend to stick to warmer climates. They live in large tribes, however when a tribe gets too big it splits into several smaller ones. The overcrowding in tribes means that there is no concept of privacy so kobolds don't view nudity as offensive or shameful. The same overcrowding can also breed conflict, leading kobolds to fight with each other to settle their differences.
Being in a monogamous relationship was not natural for a kobold. Mates were chosen for practical reasons rather than using emotions. Kobolds have one of the highest birth rates among humanoids, with a pregnant female able to lay an egg every two weeks. Some kobold eggs were known to contain dragonwrought kobolds, due to the eggs being speckled with the color of a draconic ancestor. Kobolds aged quickly, reaching adulthood at about 6 years old.
Kobolds do take good care of their bodies, gathering together for communal bathing, especially after shedding their skin. They would polish their claws using stones and would chew roots to help clean their teeth. Kobolds are omnivores but will eat almost anything if times get tough and they are desperate for food.
Kobolds are usually weak so when confronting enemies they tend to either face them with great numbers or utilize traps to wear down or eliminate their foe. Kobolds are quite skilled at trapmaking and is seen in their society as an art form.
Kobold names come from the draconic language and are usually connected with their physical appearance , their behaviour or a particular part of their body. Sometimes a kobold will change its name by adding to it after an important event, such as surviving a great battle or giving birth.
Typical Names: Ett, Garu, Kashak, Molo, Sniv, Urak, Varn
Small, agressive reptilian creatures, dedicated to their tribe.
Ability Score Increase. Your Dexterity increases by 2.
Age. Ondontis become adults at 6 years old and can live over 100 years, although this is quite rare.
Alignment. Kobolds are usually selfish creatures yet are devoted to their tribe's ways, making them tend to be lawful evil.
Size. Kobolds are quite light and stand between 2 and 3 feet tall. 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.
Languages. You can speak, read, and write Common and Draconic.
Subrace. There are three kobold subraces: the deep kobold of the Underdark, the surface dwelling forest kobold, or the rare dragonwrought kobold. Choose one of these subraces.
Ability Score Increase. Your Strength score increases by 1.
Superior Darkvision. You can see in dim light within 120 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.
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.
Nimble. You can move through the space of any creature that is of a size larger than yours.
Ability Score Increase. Your Wisdom score increases by 1.
Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Land's Stride. Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Ability Score Increase. Your Constitution score increases by 1.
Flight. You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor. You cannot fly higher than 10 feet, if you start your turn above this height you begin falling.
Gliding. Your falling speed is 60 feet per round and you take no falling damage. This ability is stopped if you are knocked prone, have your speed reduced to 0, or are otherwise deprived of the ability to move.
Magical Sleep Resistance. Magic cannot put you to sleep.
Random Height and Weight
|2′ 0″||+2d6||25 lb.||× 1 lb.|
*Height = base height + height modifier