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# A Kobold's Guide To Kobolds(?) ## Dracobold ### Beings Of Tall Tales Knowledge about Dracobolds are spread as tales and stories among Kobold societies, some about how they are blessed ones of Kurtulmak, while some are about how they are the next evolutionary step of the Kobold race. In truth, Dracobolds are nothing more then just a hybridization between a Kobold and a Dragonborn, something which they try to hide as to improve their personal rankings within their tribes. ### Behaviour While Dracobold posses the same "Tribe first" mentality that an usual Kobold does, they do possess greatly inflated sense of self worth, deep down believing they are superior to their "lesser brethren" and as such they are more prone to making decision that in the end might not be the best for their tribe. Additionally, it is worth noting that Dracobolds also form far deeper emotional bonds then kobolds usually do. ### Dracobold Traits **Ability Score.** Your Dexterity, Strength and Charisma scores increase by 1 **Size.** As a Dracobold while you are shorter then a Dragonborn, you are taller then your average Kobold. You stand between 4 and 5 feet tall and average about 100 pounds. Your size is Medium. **Speed.** Your base walking speed is 30 feet. **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. **Darkvision.** You can see in dim light within 30 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. \columnbreak **Draconic Ancestry.** You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.
| Dragon | Damage Type | |:---:|:---:| | Black | Acid | | Blue | Lightning | | Brass | Fire | | Bronze | Lightning | | Copper | Acid | | Gold | Fire | | Green | Poison | | Red | Fire | | Silver | Cold | | White | Cold |
**Minor Breath Weapon.** Much like a Dragonborn, you too are able to use a breath weapon, but due to your notably smaller body it is not a mighty cone of pure element, but rather a spark of it. In return, you are able to use it more often as it's less taxing to use. As an action, you can exhale destructive energy, targeting one creature or object you can see within 30 feet of you. Your draconic ancestry determines the damage type of the exhalation. The target takes 1d10 damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus at which point it takes half damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10) and 17th level (4d10). You can use this trait a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a short or long rest long rest. **Damage Resistance** You have resistance to the damage type associated with your Draconic Ancestry. **Fleeting Courage.** When you succeed on a saving throw, your next attack roll or saving throw you make before the end of your next turn has advantage. **Limited Flight.** You have a flying speed of 15 feet, but if you end your turn while you are in the air you begin to fall. \pagebreak ## Desert Kobold ### Desert Dwellers The so called "Desert Kobold" are simply the result of some kobolds that were dragged to live in the desert by some blue dragons a long time ago simply learning and growing to adapt to live in the harsh desert environment. They've shifted to being more active during the day time to avoid freezing to death during the cold nights due to still being cold blooded much like the more widespread kobolds. ### Ambush Hunters Desert Kobolds are still about as mighty in combat as the common variant are, thus they are largely reliant on using ambush tactics where they've buried themselves underground to spring an attack on a passing target that doesn't seem outside of their weight class. Coincidentally, this same self-burying tactic is also how they sleep during the night when out traveling from the nest, as it provides cover and the still somewhat warm sand provides at least some further insulation from the cold of the night. ### Unique Characteristics Desert Kobolds have primarily two physical characteristics that separate them from the common kobold: a far fatter and thicker tail and some miscellaneous spines or spikes protruding from their body. The thick tail serve as an energy and water storage much like a camel's hump, allowing them to eat and drink a lot at once when food and drink is available, and then go on for longer times without needing anything. The Spines or spikes protruding from their body meanwhile serve largely as tools to vent out or draw in heat for temperature management, as well as to deter any potential predator, such as a giant scorpion, from engaging the kobold as a prey item. It is also worth noting their eyes don't seem to have the same reaction to sunlight normal kobolds eyes do, though it could simply be that their eyes simply get so "burnt" that sunlight no longer has anything to affect once the desert kobold has grown up. \columnbreak ### Desert Kobold Traits **Ability Scores.** Your Constitution score increases by +2, and your Dexterity score increases by +1 **Size.** Desert Kobolds are typically about the same size as the more common kobold Variety. Your size category is small. **Speed.** You are relatively nimble on your feet. Your base walking speed is 30. **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. **Desert Dweller.** You are naturally adapted to extreme heat. *(DMG, page 110)* **Sand Footed.** You can move across difficult terrain without expending extra movement as long as the difficult terrain is caused by sand. **Sustenance Storage.** When you are eating and drinking you can choose to store it in your tail rather then actively use it. You can stockpile food and water for a number of days equal to your proficiency bonus and you can then later spend 30 minutes to "eat" from your stockpile. *(PHB, page 185)* Starting at 5th level, you can also non-magically replicate the effects of the "Feign Death" spell on yourself once per long rest as an action by spending 3 days worth of food from your stockpile **Sharp Scaled.** You have a set of quite sharps spikes somewhere on your body. When a creature succesfully grapples you, you can as a reaction maneuver the spikes into the way and deal 1d6 + strength or dexterity modifier piercing damage to that creature. **Burial Ambush.** You can swiftly dig a hole in loose ground like sand or dirt that you fit into by spending your action and bonus action, then on the following turn you can bury yourself into the loose ground by again spending your action and bonus action. While buried underground you gain tremorsense for 5 feet, but are considered blinded beyond it, as well as have advantage on stealth checks. You can remain buried effectively indefinitely and have no risk of suffocating outside of significant material being dumped on top of you, and you can burst out of the ground back onto your feet as either a bonus action or as part of any reaction you take, such as an opportunity attack or triggering a held action. **Dig-Dug** By spending a minute, you can dig a 5-foot cube hole into loose earth such as dirt or sand, depositing the dug up loose ground up to 5 feet away. This movement doesn't involve enough force to cause damage. \pagebreak ## Feral Dogbold ### Foreign Cousins? Seemingly dwelling from the more... "oriental" sections of the worlds, these small sized canine looking creatures nonetheless refer to themselves as "kobolds", however for sake of simplicity they shall be referred to as "Dogbold" to keep it clear to what is being referred to and when. While physically speaking beyond having roughly similar proportions and heights Dogbolds and Kobolds *do* share a fair amount of other similarities, namely similar "group over individual" and hard working mentality and a general borderline instinctual dislike of fey and fey adjacent beings, potentially derived from the kobold hate of gnomes? They are however, primarily living in huts in plains or forests, rather then more securely in the ground, don't really have skill with traps and are far more... ferocious to the point one could even potentially mistake them as miniature gnolls.... And most disturbingly, they do not revere true dragons as the gods they are. ### Why? How? For potential origins for these "Dogbolds", there's really nothing solid. they do not really have religion beyound a form of ancestral spirit worship nor do they even really have a story how they came to be, as far as anyone can tell they've just... always been. Considering the greater dislike for fey beings in general, they may have been once in the long past been transformed by some fey as a sick prank or as a punishment, shedding the draconic glory and becoming simpler beasts, and while details aren't recalled, the grudge and anger is still remembered? Though at the same time, it could simply be someone mistook a "dogbold" for a kobold and somehow that name stuck around *shurg* Some of the more shamanistic also talk about something called "gore lick" and how it's great and grand? Really not sure what *that* is about though, since it has nothing to do with actually licking gore from what I've understood. ### Feral Dogbold Traits **Ability Scores.** Your Dexterity score increases by +2, and your Wisdom score increases by +1 **Size.** Dogbolds are of similar size to the more common draconic kobold. Your size category is small. **Speed.** You are deceptively fast for your small size. Your base walking speed is 35 feet. **Languages.** You can speak, read, and write Common and one language of your choice. **Ferocious Bite.** Your fanged maw is a natural weapon that counts as a simple melee weapon with which you are proficient, which you can use to make unarmed strikes. It deals 1d6 piercing damage on a hit, and it has the finesse property. \columnbreak **Tracker & Hunter.** You have advantage on wisdom (survival) ability checks to hunt animals for food, as well as on wisdom (survival) ability checks to track a creature as long as you have something with their scent on it or if they are the creature you have bitten last. **Blood Frenzy.** On your turn, when you reduce a creature to 0 hit points with a melee attack, you can make one melee weapon attack using your Ferocious Bite as a bonus action. **Primal Intuition.** You have proficiency in two of the following skills of your choice: Animal Handling, Insight, Intimidation, Nature, Perception, and Survival. \pagebreak ## Canopy Kobold ### Canopy Kobold Traits **Ability Scores.** Your Dexterity score increases by +2, and your Wisdom score increases by +1 **Size.** Canopy Kobolds are of similar size to normal kobolds, if maybe slightly smaller and lither. Your size category is small. **Speed.** You are relatively nimble on your limbs. Your base walking speed is 30 feet. **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. **Climbing Claws.** You have smaller hooked claws on your hands and feet which allow you to with relative ease find purches in surface to climb them at ease. You have a climbing speed equal to your walking speed. **Jump Good.** When calculating your jump distance, you can use your Dexterity and Dexterity modifier instead of your Strength and Strength modifier. Additionally, you can add your proficiency bonus feet to your running jumps, and half that to your standing jumps, rounded down. **Skitter** While both of your hands are free, you can as a bonus action you can shift onto standing on all fours, increasing your walking speed by 10 feet and giving you advantage on saving throws and ability checks to resist being knocked prone. You can spend half your movement speed to get back up on two feet.