Kobold
  • Ability Score Increase: Your Dexterity score increases by 2.
  • Age: Kobolds have a rather long lifespan, becoming adults at 12 years of age. No one really knows how long lived a Kobold can be, with the recorded lifespan of about two centuries.
  • Alignment: Most Kobolds are Lawful, though they have a slight inclination to either good or evil based on which type of dragon they worship. Chromatic Kobolds are usually evil, while Metallic Kobolds are the opposite.
  • Size: Kobolds stand 4 feet tall at adulthood, and weigh about 40 pounds. Your size is Small.
  • Speed: Kobolds have a base walking speed is 30 feet. They are known to be quick and agile.
  • Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it was bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.
  • Trap Affinity: You are proficient with Traps and the Trapmaking Kit. In addition, you have advantage on all saving throws made against traps.
  • Shifty: If a melee attack misses you, you can immediately move 5 feet in any direction that isn't blocked as a reaction. This movement does not provoke opportunity attacks.
  • Languages: You can speak, understand, and can read Common and Draconic.

Trapmaking Kit Rules
WIP

Choose one subrace.

Iredar (Ones-of-Earth)

  • Ability Score Increase: Your Constitution score increases by 1.
  • Guerrilla Warfare Training: You gain advantage to Dexterity (Stealth) checks when in forested areas and terrain (such as brush, trees, bushes, etc). Also, you deal an additional 1d6 damage when you have advantage on an attack.

Variant: Back-Alley Fighter. You can gain advantage to Dexterity (Stealth) checks by taking cover behind buildings, crates, barrels, carts, passing crowds of people, and other common city occurences. Also, you deal an additional 1d6 damage when you have advantage on an attack. Replaces Guerrilla Warfare Training

  • Natural Claws: You have a natural claw attack that you are proficient in. This deals 1d4 slashing damage, and is considered a finesse weapon with the light keyword. These claws cannot be disarmed in any form (except for the obvious severing of the arms).

Irvhir (Ones-Below)

  • Ability Score Increase: Your Wisdom score increases by 1.
  • Superior Darkvision: Your Darkvision's radius increases to 120 feet.
  • Light Sensitivity: You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive in direct sunlight.
  • Pack Tactics: Like a wolf, you work better in groups. During an encounter, you can activate this ability; gaining advantage to melee attacks against one enemy that has an ally adjacent to it, OR if you have an ally adjacent to you. This ability lasts until the end of the combat encounter, and you cannot use this ability again until you take a Short Rest.

Irsvern (Ones-Above)

  • Ability Score Increase: Your Charisma score increases by 1.
  • Dragon's Knowledge: You are proficient in the Arcana skill.
  • Draconic Magic: You know the Prestidigitation cantrip. When you reach 3rd level, you can cast the Burning Hands spell once per day. When you reach 5th level, you can cast the Acid Arrow spell once per day. Charisma is the casting ability for these spells.

Variant

Some rare Irsvern sprout leathery wings, channeling their magic into their extra limbs instead of their sorcery. Such kobolds may take the following trait instead of Draconic Magic

  • Little Wings: You gain the ability to glide 20 feet for every 5 feet of falling, taking 1/2 damage from any distance fallen. At 5th level, those wings are more sturdy, allowing for a softer landing and taking no damage from any distance fallen. At 10th level, those wings grant the ability to fly at a base speed of 25 feet, though you need to fly at least 10 feet or make a DC 16 Strength save to not fall. At 15th level, the fly speed increases to 40 feet.

Kobolds in Eberron
According to their own mythos, the kobolds of Khorvaire originated at the very dawn of the world of Eberron. When blood was shed during the battle among the progenitor dragons, Siberys, Eberron and Khyber, the kobolds emerged from the sacred fluids which fell. Most non-kobold scholars discount this view since it would make kobolds even older than the races of true dragons, which descended from Siberys, but among kobolds it is considered fact.
According to that same myth, this is the source of the three types of kobolds, and any kobold can smell the ancient magic of the Three Dragons, easily discerning their subrace from a dozen paces. Iredar are held to be descended from Eberron, and tend to magic of defense and binding, to empower their natural fighting skills. The Irvhir are said to be descended from Khyber, and tend towards darker magics, such as necromancy and illusion. Rarest of all are the Irsvern, children of Siberys. Gifted with raw and destructive sorcery, they rarely deign to leave their high peaks. The winged kobolds, or urds, are so rare as to be considered hoaxes by most non-kobolds, though the iredar and irvhir are firm in their belief of their existence.

Kobolds tend to live on the fringe of humanoid societies, whether in cities or the wilds. Despite this, they have a tight-knit society of their own, revolving around the Iejirastrix, or "blood-seers", who claim to ehar the words of the ancient progenitor dragons. The Gix, or "claws", defend against instrusion, while the Ternmolik, or "stonescales", provide the labour for tasks such as farming, gathering, and crafting.

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