Hello everyone, I am making my own kobold species because I added more things to it that I like and feel makes kobolds more interesting. But I need help, like a lot! I tested it out...nothing is working as intended aaaaaaand IDK what the heck I'm doing...I thought I was getting the hang of how the modifiers works, abilities, and the buttons work but NOPE! EVERYTHING IS ON FIRE!!!!
Please, if you know how Homebrew Species work, can I just give you the information and you make it for me and publish it? I don't think I have it in me anymore, I been designing this for 2 weeks, I'm getting discouraged :(
1) Ability Score Increase
Your small body makes you inherently fast but weak and not very threatening alone.
Your Dexterity score increases by 1, your Strength score is reduced by 2, and your CHA (Intimidation) score is reduced by 2
2) 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.
3) Sunlight Sensitivity
Kobolds live most of their lives underground, on systems of tunnels and caves they dig
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you or whatever you are trying to perceive is in direct sunlight.
DIRECT TRIGGERS to SS: Player is in direct sunlight, your eyes are stinging; you wince in annoyance!
AVOIDING SS: Always make sure Player knows the current weather and your terrain surroundings.
Weather Patterns:
Cloudy days - Overcast blocks the sun
Rainy days - Rain clouds block the sun
Foggy days - Fog obscures sun & sun rays
Snowy days - Overcast blocks the sun
Blizzards - Overcast and Snow blocks & obscures the sun
Thunderstorms - Overcast and heavy rain blocks the sun
Dusk - The sun sets, giving your eyes a breather
Eclipse - Moon blocks the sun
Smog - Condense smoke or air pollution blocks the sun
Unusual Weather Patterns:
Gloom - Described as an oppressive atmosphere that may block the sun (like the sky is purple and depressive or something)
Dungeon - If dungeon is outside or has outside areas in direct sunlight. If Dungeon has a weather pattern for outside/outside areas, consult DM then the list above to see if SS applies
You are exceptionally nimble and agile, even for a kobold.
You can move through the space of any creature that is at least two sizes larger than you.
You can take the Dash or Disengage action as a bonus action on each of your turns.
5) Burrower
Kobolds live in underground caverns that they dig by themselves. As a kobold, you learn how to burrow and create small tunnels with a pickaxe and shovel with great speed. When it comes to digging, your species is the best there is! Just one of your "many" redeeming "qualities".
As an action while holding a pickaxe or shovel, you can grant yourself a burrow speed of +20 feet through non-rock earth until the end of your turn. When you use your burrow speed with this trait, you clear the path behind you.
6) Trapper Know-how
Kobolds have a knack for trap ingenuity, they have a sixth sense to find and avoid physical traps, granting you the following benefits:
You have advantage on any check related to disarming or creating physical traps.
You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks to localize physical traps, and in Dexterity saving throws to avoid them.
INT (Investigation) +4 lasts 3 rounds (18s) - Finding physical traps and understanding the mechanisms
DEX (Slight of Hand) +4 (18s) - Disarming the physical trap
DEX Saving Throws +4 ,when Trapper Know-how Species feat. is used - Understanding the trap allows you to dodge/save/recover faster than most.
Species feat. does NOT APPLY to Spell Traps.
Trap Creation: A/N: If you want to create your own traps, you need to have the imaginative ability to be resourceful with your Gold and buy items for your traps...traps just don't magically appear when you say "I build a trap", build it yourself! I'll at least share some ideas...here, take this Kobold Bag of Trapper Tools and remember them!
7) Pact Tactics
Your kobold blood has given you an instinctive teamwork ability, granting you the following benefits:. Once every 2 turns you gain advantage on one attack roll against a Target if at least one of your allies is within 2 feet of the Target and the ally isn't incapacitated.
This feat. is a, mostly, melee (class) + your kobold synergy attack tactic. Stemming from kobolds "strength in numbers" philosophy.
Only works with Party of 2 or Greater.
8) Bigger Friends
In some cases, your kobold may have grown up in a human city, amongst an elven family or with an adventurer group along the way. Perhaps you're just a wayward vagabond. There are many possibilities for a kobold who didn't grow up with a kobold tribe. You've seen things that can't quite be explained with words and you look on at the world with wanderlust
When an ally within 30 feet of you, that you can see, and that is at least two sizes larger than you, scores a critical hit, you can use your reaction to get inspired by your bigger ally. Once you do this, you can add a 1d4 bonus to the next ability check, saving throw or attack roll you make until the end of your turn.
Once you've used your 2 bonus charges, you cannot use this trait again until you finish a long rest.
Your little kobold heart can't handle too much excitement in one day! You need to (long) rest to slow your rapidly beating heart.
(Must have 1 Party member at least +2 sizes taller than you to use)
ACTION
Inspired:
[Reaction]
Your taller party member has just done something amazing right before your kobold eyes. You feel a rush of inspiration take hold of you!
Rest Type: Long Rest
9) Small Distraction
You learn how to teamwork better than anyone and to understand that the whole is greater than its parts.
As an action, you can distract nearby Targets by cowering pathetically, shrieking furiously, boasting/gloating arrogantly, or through different means (use imagination).
Until the start of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see or hear you. You can use this trait 3 times equal to your proficiency bonus, and regain all expended uses after a long rest. You don't benefit from the advantage.
ACTION
Distract:
You attempt to distract the targets in front of you by any means (use imagination)
Action can only be performed 3 times and recovers during a Long Rest to recover your voice.
(general/ doesn't display as an attack)
3 charges, CHA modifier, + Proficiency
Cutie Eyes:
At Lvl 2. you picked up on a few things on your travels. Social cues here and there. You learn that society sees you as a nuisance and a plague, however, you notice that society also finds your species to be objectively cute? Knowing this, you practiced your best expression that brings out your maximum cuteness potential to exploit any Target weak enough to fall for your charms like a succubus trapping her prey.
Trying to act cute , if successful on Targets, will trigger a "cute response". Leading the Targets to become charmed.
Cutie Eyes has 2 Charges which recover when you take a Short Rest. Because the expression you make is very straining on your eyes and facial muscles.
At Lvl. 5, Cutie Eyes become a (Bonus Action) and CHA +1. Increasing the chance of Target(s) becoming Charmed
10) Kobold Cowardice
Kobolds are known for their cowardice and "stupidity", though you could call it cleverness. Your innate sense of self preservation grants you the following benefits:
Increase your Dexterity score by +2 for 2 turns when using kobold cowardice
You gain proficiency in the Stealth skill, If you didn't have it already, for 2 turns
You have advantage on Dexterity (Stealth) checks to hide yourself or to stay hidden if you don't move on your turn.
When you use the Disengage action on your turn, your speed increases by 10 feet until the end of your turn.
Beggar's Plea grants Charisma +2 and CHA (Persuasion) +2
Upon reaching Lvl. 4 you gain the Feral Ambush Action
ACTION
Hide:
Player is actively trying to hide from target. This implies player was in a line of sight of Target. If failed to Hide from Target you gain a disadvantage to Target next attack / Opportunity attack.
Hidden:
No action taken. You are hidden until you perform an action
Feral Ambush (Melee):
You gained the courage to fight back while in your cowering state or maybe it was all just an act. Either way, you gather yourself for a preemptive strike.
You gain advantage on your next turn in any DEX melee attack against the Target 5 ft. in front of you if you're currently hidden while under the effects of Kobold Cowardice.
A failed DEX attack gives you disadvantage to target's next attack.
Whether you succeed or miss, the adrenaline within you has faded away and need to take a Short Rest to perform a Feral Ambush (Melee) again.
Feral Ambush (Ranged):
You gained the courage to fight back while in your cowering state or maybe it was all just an act. Either way, you gather yourself for a strike.
You gain advantage on your next turn in any DEX ranged attack against the nearest Target in front of you (ft. & AoE depending on weapon or spell range) if you're currently hidden while under the effects of Kobold Cowardice.
A failed DEX attack gives you disadvantage to target's next attack.
Whether you succeed or miss, the adrenaline within you has faded away and need to take a Short Rest to perform a Feral Ambush (Ranged) again.
Disengage:
You decide to run away from your Target increasing your base speed (walking) when fleeing by an additional 10 ft.
Beggar's Plea:
You do anything you can think of as you make your plea to any Targets in range that see or hear you.
You do some or you can do it all.
Cry, shout, whisper meekly, flail, pace back & forth, grovel, bow, all while pleading, desperately, for whatever purpose that is so urgent to you. (Your life, money, mercy, forgiveness, an elaborate way to make a request or demand, etc.)
Grants +2 Charisma and CHA (Persuasion) +2 when used for 1 turn
11) The Unending Grudge
You are a true kobold, and you do not forget or forgive. An insult, a slight, or an injury, no matter how small, is a seed planted in your heart, destined to bear the bitter fruit of retribution. The passing of time does not dull your memory; it only hones your focus.
How it works: When a Target performs a specific, actionable slight against you—such as mocking you for your height, stealing from you, insulting your draconic ancestry, or causing you harm, physically or emotionally—you can declare an unending grudge against them. The Dungeon Master (DM) and player should agree on a clear trigger and goal.
Once an unending grudge is active, you gain the following benefits against the target of your grudge:
Heightened Senses: Your keen kobold senses sharpen to better track your quarry. You have advantage on any Wisdom (Perception) or Wisdom (Survival) checks made to find, follow, or track the Target.
Tactical Focus: Your focus on getting revenge provides you with an uncanny tactical advantage against your specific foe. You have advantage on attack rolls against the target of your grudge when you are within 5 feet of them, so long as at least one of your allies is also within 10 feet of them. This is an evolution of your innate Pack Tactics, now focused by your personal vendetta.
The Sweetest Revenge: You can perform an elaborate act of revenge that has been planned since the moment the grudge began. With the DM's permission, you can describe a specific, minor, or major act of retribution against your Target. This revenge must be the culmination of a series of deliberate acts of harassment and planning.
Restrictions:
A Grudge Never Ends (Unless Fulfilled): You can only hold one unending grudge at a time. The grudge ends only when you have successfully enacted your revenge against the Target.
Focus, Not Rage: Your grudge is not a furious, uncontrolled rage. It is a cold, calculated fury that you use to plan your revenge carefully. You can take your time, sometimes years, to find the perfect moment.
Not All Enemies are Grudges: A normal fight with a monster is not enough to trigger this feature. The slight must be personal and petty. You don't hold a grudge against an orc because it's an orc; you hold a grudge because that one specific orc tripped you as you were running away, and your pride has been wounded.
How to use it in your game
Long-Term Plot Hook: An unending grudge can become a defining character arc. Perhaps your kobold's grudge is what drives them to join an adventuring party in the first place, seeking a way to grow powerful enough to take on a foe that once wronged them.
Petty Subplots: A grudge doesn't always need to be a major part of the main story. Your kobold could be on the lookout for a tavern owner who refused to serve them. The revenge could be as simple as an intricate series of embarrassing pranks that take a week to set up and execute.
A Warning to Others: This feature is not only a boon for the player but also a narrative tool for the DM. Other players who slight the kobold should be wary; their characters may become the target of the grudge.
I made an edit adding everything I had in my Kobold version Homebrew. I'm really proud of it. It obviously doesn't have the Modifiers here. Anyways, someone PLEASE HELP ME
IDK how modifiers work. I just want this Homebrew to work and be balance so I can finally play DnD.
Experts of Homebrew making, please grace me with your presence! :(
When you say you haven't gotten the modifiers to work, which ones are you talking about?
A lot of these traits with temporary boosts are not the type innately supported by DDB even on official races with similar (mechanics-wise) traits. So most of what you're looking for is really just writing a blurb of text and having it displayed under action / bonus action / reaction.
Depending on what you own on DDB might try homebrew-copying the 5.0 Drow to see how their sunlight sensitivity is coded. For the Feral ambush the 5.0 dragonborn's breath weapon is another short rest ability. Can also use that as a template for your long-rest ability.
If you do want specific modifiers being toggled on/off then homebrewing some magic items you equip/unequip is the way to go. Can use the Thieves' Gloves (cannot remember their name off the top of my head, but the ones that give +5 to sleight of hand) as a template for your -2 to intimidation. And etc.
Since your account is from 2020, you might own Acquisitions Incorporated from the free give away which has the Verdan race that changes from small to medium at lv5 so that's another option to look at how features based on the character's level were coded by homebrew-copying it to take a look.
I was really trying to avoid making items for my abilities so it can remain authentic. Is making items really the only way for me to toggle on and off certain advantages? Then what's the point of modifiers?
This isn't going to help you make it work on D&D Beyond, but you REALLY need to rework this race. They get way to many features, and most of them have serious design flaws. I'll go through them in order:
1) Only getting a single +1 to an ability score and a -2 really sucks, and a minus 2 to your intimidation score is not even remotely close to how the game works.
3) Sunlight sensitivity is WAY too complicated.
4) Anyone can move through a creature's space if they're two sizes larger than you.
5) Burrower is going to be abused by players to bypass obstacles.
6) Way too powerful.
7) Just use the normal, simple pack tactics. Also, why the 2-foot distance thing? It's supposed to be 5 feet.
8) It's way too complicated to trigger for the two per long rest restriction, and it will never activate, because what kind of party has a Large party member?
9) 3 times equal to your proficiency bonus makes no sense.
10) Kobold Cowardice is impossible to activate.
11) Unending Grudge is something that should just be roleplaying.
Finally, almost all of these features aren't koboldy in the slightest. I recommend you use the race in Mordenkainen Presents: Monsters of the Multiverse.
thanks for telling me everything that's wrong with it
now can you tell me how to improve it, or are you incapable of doing that?
Also, I disagree, these traits are VERY in character for a kobold. The traits are busted, I'm aware of that, but as far as how they behave, I used Volo & MotM as inspiration. I know how kobolds behave and I'm unsatisfied that kobold Homebrews out there don't reflect their behavior in greater detail.
I'm unsatisfied that kobold Homebrews out there don't reflect their behavior in greater detail.
That's what ROLEPLAY is for. You shouldn't need rules for how your character's personality affects combat. Unfortunately, I don't know how the homebrew feature works. I just wanted to make sure the design of the race was actually good before you spend the time making all of the features work.
I was really trying to avoid making items for my abilities so it can remain authentic. Is making items really the only way for me to toggle on and off certain advantages? Then what's the point of modifiers?
Making items to activate the effects of abilities doesn't make it less authentic at all. Personally I've used homebrew items for a variety of toggles like mage armor or a barbarian's rage.
For the the "then what's the point of modifiers" you may need to be more specific as I'm not sure what you're getting at. Are you talking about "what's the point of a section in DDB?" In which case I will say most races' features are able to actually get toggled as needed. It's just that your specific kobold's design really leans into all those highly situational effects that DDB doesn't really support having mechanically on the sheet as on/off buttons.
Also, for what it's worth, I do agree with Maruntoryx about the overall design of the race. In a way it feels more like a subclass than a race for a lot of things. (Level-dependent abilities, the number of them.) And the Unending Grudge is the classic example of something that can be roleplayed as opposed to needing mechanics.
My biggest advice for improving it would be to look at what you've got and see what you like most, see what really can be roleplayed, and narrow it down. For example I'd probably trim it to darkvision, pack tactics, cutie eyes (which would be from level 1 and always a bonus action to make it simpler). Maybe a 10ft. burrowing speed too if you're really hardset on it. And then leave the rest to roleplay and if you think your character should get an advantage on things like trap-finding, give a justification from backstory/circumstances to see if your DM agrees.
That's what ROLEPLAY is for. You shouldn't need rules for how your character's personality affects combat. Unfortunately, I don't know how the homebrew feature works. I just wanted to make sure the design of the race was actually good before you spend the time making all of the features work.
Well do you have any advice at all to give me to further improve this Kobold Homebrew?
If you think Burrower is abuseable, how do I fix it?
If Trapper Know-how is too OP, How much should I nerf it?
if you have nothing to offer but scrutiny then you're not really helping me with my goals here. I'm looking for feedback!
For Burrower, I simply think that giving players the ability to bypass anything that's not set in stone (literally) or requires flying is not a good idea. Maybe just axe it. Trapper Know-How needs to give advantage on less things. 5 is far too many.
I was really trying to avoid making items for my abilities so it can remain authentic. Is making items really the only way for me to toggle on and off certain advantages? Then what's the point of modifiers?
Making items to activate the effects of abilities doesn't make it less authentic at all. Personally I've used homebrew items for a variety of toggles like mage armor or a barbarian's rage.
For the the "then what's the point of modifiers" you may need to be more specific as I'm not sure what you're getting at. Are you talking about "what's the point of a section in DDB?" In which case I will say most races' features are able to actually get toggled as needed. It's just that your specific kobold's design really leans into all those highly situational effects that DDB doesn't really support having mechanically on the sheet as on/off buttons.
Also, for what it's worth, I do agree with Maruntoryx about the overall design of the race. In a way it feels more like a subclass than a race for a lot of things. (Level-dependent abilities, the number of them.) And the Unending Grudge is the classic example of something that can be roleplayed as opposed to needing mechanics.
My biggest advice for improving it would be to look at what you've got and see what you like most, see what really can be roleplayed, and narrow it down. For example I'd probably trim it to darkvision, pack tactics, cutie eyes (which would be from level 1 and always a bonus action to make it simpler). Maybe a 10ft. burrowing speed too if you're really hardset on it. And then leave the rest to roleplay and if you think your character should get an advantage on things like trap-finding, give a justification from backstory/circumstances to see if your DM agrees.
For Burrower, I simply think that giving players the ability to bypass anything that's not set in stone (literally) or requires flying is not a good idea. Maybe just axe it. Trapper Know-How needs to give advantage on less things. 5 is far too many.
I reduced the Burrower speed from 20ft to 10 ft. I personally cannot see how it would be abused. You'll need to provide examples to get your point across. Since to me I can only see it being used for gags or burying bodies. I need to hear scenarios on how this feat could be abused. Logically speaking, kobolds should get a boost in burrow speed for their species background history, it makes sense for them to be a race of expert diggers.
As for Trapper Know-how, I'll nerf it from 4 to 1 on all stats shown.
I think spotting traps and knowing how they're made is well within their character as long as they're physical traps. And to me, it makes logical sense why they should be able to disarm a trap as well, they ARE expert trap makers and if they KNOW how to make traps, they sure as hell know how to dismantle them.
As for the Saving Throw, their small size, quick reflexes, and trap knowledge, it makes sense that they'd be slightly above average in being able the higher opportunity to save themselves from tap related danger.
to me, not having THAT ability is like a Scholar who can't read and a Wizard who can't do spells. Kobolds make/break/ and save themselves from traps
For Burrower, it would let the party bypass any trap, puzzle, or obstacle located in an earthen tunnel. And it would let the party sneak under almost any wall. Also, most floors would be a thin layer of wood or stone on top of dirt, unless it's in a dungeon that's VERY deep underground, so the burrowing speed lets the party go basically everywhere that the DM doesn't want them to go.
For Burrower, it would let the party bypass any trap, puzzle, or obstacle located in an earthen tunnel. And it would let the party sneak under almost any wall. Also, most floors would be a thin layer of wood or stone on top of dirt, unless it's in a dungeon that's VERY deep underground, so the burrowing speed lets the party go basically everywhere that the DM doesn't want them to go.
Are you saying with Burrower I can shovel my way through wooded planks and when walls are built don't they at least add a few layers of stone under the ground for more stability? These are hypotheticals of course
However, what's so bad about having a kobold on a team that can do such a thing for the party? and why would Burrower be used to avoid traps when a kobold could just use "Trapper Know-how" to disarm the traps in the first place? *thinking*
And what kind of puzzle could be bypassed by digging under when surrounded by earth terrain? Are most puzzles not found in Dungeons? This hypothetical is invalid at least maybeeeee 7/10 times? I mean seriously..a puzzle? where, in the forest? meadows? plains? grasslands? desert?
No, I can only see puzzles in dungeons, temples, catacombs, caves, lairs, underground civilizations, and I'd say that the flooring is definitely not earth but stone. Your concern is valid, but I just don't see the importance on how this ability can be abused. I just can't see the validity.
Like, I need a more logical hypothetical.
like this: there's a bandit hideout in the forest and we need to sneak in at night. I spend my turns digging a whole under the camp's wall to stealthy sneak in and let my party fallow.
In this case, it's not busted, it's a tactical advantage and makes sense for a Kobold to do. How would I do a similar behavior in town, a kingdom, temple, dungeon, or any place that has floors that are not earthen? For the entry specifically states that it can only work on earthen soil.
That means no pick or shoveling through wood, stone, or metal. Although admittedly wood is kinda a stretch for a pickaxe...
EDIT: Also, I have my doubts on player imaginative intuition, you're smart enough to find ways to abuse it. But I doubt people will think to use Burrower in such a manner, it just doesn't make logical sense considering the feat. is purely situational. What Player decides to spend multiple turns digging to avoid a puzzle...that's honestly brilliant on their part.
Your small body makes you inherently fast but weak and not very threatening alone.
Your Dexterity score increases by 1, your Strength score is reduced by 1, and your CHA (Intimidation) score is reduced by 1
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.
Sunlight Sensitivity
Kobolds live most of their lives underground, on systems of tunnels and caves they dig
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you or whatever you are trying to perceive is in direct sunlight.
DIRECT TRIGGERS to SS: Player is in direct sunlight, your eyes are stinging; you wince in annoyance!
AVOIDING SS: Always make sure Player knows the current weather and your terrain surroundings.
Weather Patterns:
Cloudy days - Overcast blocks the sun
Rainy days - Rain clouds block the sun
Foggy days - Fog obscures sun & sun rays
Snowy days - Overcast blocks the sun
Blizzards - Overcast and Snow blocks & obscures the sun
Thunderstorms - Overcast and heavy rain blocks the sun
Dusk - The sun sets, giving your eyes a breather
Eclipse - Moon blocks the sun
Smog - Condense smoke or air pollution blocks the sun
Unusual Weather Patterns:
Gloom - Described as an oppressive atmosphere that may block the sun (like the sky is purple and depressive or something)
Dungeon - If dungeon is outside or has outside areas in direct sunlight. If Dungeon has a weather pattern for outside/outside areas, consult DM then the list above to see if SS applies
Kobolds live in underground caverns that they dig by themselves. As a kobold, you learn how to burrow and create small tunnels with a pickaxe and shovel with great speed. When it comes to digging, your species is the best there is! Just one of your "many" redeeming "qualities".
As an action while holding a pickaxe or shovel, you can grant yourself a burrow speed of +10 feet through non-rock earth until the end of your turn. When you use your burrow speed with this trait, you clear the path behind you.
Trapper Know-how
Kobolds have a knack for trap ingenuity, they have a sixth sense to find and avoid physical traps, granting you the following benefits:
You have advantage on any check related to disarming or creating physical traps.
You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks to localize physical traps, and in Dexterity saving throws to avoid them.
Wis (Perception) +1 Discerning physical traps location
INT (Investigation) +1 Finding physical traps and understanding the mechanisms
DEX (Slight of Hand) +1 Disarming the physical trap
DEX Saving Throws +1 when Trapper Know-how Species feat. is used - Understanding the trap allows you to dodge/save/recover faster than most.
Species feat. does NOT APPLY to Spell Traps.
Trap Creation: A/N: If you want to create your own traps, you need to have the imaginative ability to be resourceful with your Gold and buy items for your traps...traps just don't magically appear when you say "I build a trap", build it yourself! I'll at least share some ideas...here, take this Kobold Bag of Trapper Tools and remember them! Here use this (Homebrew) too, Kobold Book of Traps. Now go make traps and do crime!
Pack Tactics
Your kobold blood has given you an instinctive teamwork ability, granting you the following benefits:. You gain advantage on one attack roll against a Target if at least one of your allies is within 5 feet of the Target and the ally isn't incapacitated.
This feat. is a, mostly, melee (class) + your kobold synergy attack tactic. Stemming from kobolds "strength in numbers" philosophy.
You learn how to teamwork better than anyone and to understand that the whole is greater than its parts.
As an action, you can distract nearby Targets by cowering pathetically, shrieking furiously, boasting/gloating arrogantly, or through different means (use imagination).
Until the start of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see or hear you. You can use this trait 3 times equal to your proficiency bonus, and regain all expended uses after a long rest. You don't benefit from the advantage.
Kobold Cowardice
Kobolds are known for their cowardice and "stupidity", though you could call it cleverness. Your innate sense of self preservation grants you the following benefits:
Increase your Dexterity score by 1 for 2 turns when using kobold cowardice
You gain proficiency in the Stealth skill, If you didn't have it already
You have advantage on Dexterity (Stealth) checks to hide yourself or to stay hidden if you don't move on your turn.
Your speed increases by 10 feet until the end of your turn when you Disengage.
Beggar's Plea grants Charisma +1 and CHA (Persuasion) +1
Upon reaching Lvl. 4 you gain the Feral Ambush Action
Languages
You can speak, read, and write Common and Draconic.
This one is better, but there are still a few problems. Trapper Know-How is confusing me, because it says you get advantage, but then it only says you get a +1. The first line of Kobold Cowardice says you have to activate it, but there's no way to activate it.
This one is better, but there are still a few problems. Trapper Know-How is confusing me, because it says you get advantage, but then it only says you get a +1. The first line of Kobold Cowardice says you have to activate it, but there's no way to activate it.
For Trapper Know-how - I'm saying you gain advantage to creating and disarming traps. but you also gain a +1 to DEX (Slight of Hands) when you're disarming the trap
As for Kobold Cowardice - The action of Hiding and staying Hidden, which both are two separate actions, aren't exactly original to just Kobolds, so I deleted them. The effects still activate if a Player, who's playing a Kobold, still uses their ingame Hide/Hidden functionality.
This one is better, but there are still a few problems. Trapper Know-How is confusing me, because it says you get advantage, but then it only says you get a +1. The first line of Kobold Cowardice says you have to activate it, but there's no way to activate it.
For Trapper Know-how - I'm saying you gain advantage to creating and disarming traps. but you also gain a +1 to DEX (Slight of Hands) when you're disarming the trap
As for Kobold Cowardice - The action of Hiding and staying Hidden, which both are two separate actions, aren't exactly original to just Kobolds, so I deleted them. The effects still activate if a Player, who's playing a Kobold, still uses their ingame Hide/Hidden functionality.
The ACTUAL ACTIONS that are still a thing is:
Feral Ambush (Melee)
Feral Ambush (Ranged)
Beggar's Plea
I think you need to reword it so that its actually understandable. I had no idea that Hiding was related to that feature.
Hello everyone, I am making my own kobold species because I added more things to it that I like and feel makes kobolds more interesting. But I need help, like a lot! I tested it out...nothing is working as intended aaaaaaand IDK what the heck I'm doing...I thought I was getting the hang of how the modifiers works, abilities, and the buttons work but NOPE! EVERYTHING IS ON FIRE!!!!
Please, if you know how Homebrew Species work, can I just give you the information and you make it for me and publish it? I don't think I have it in me anymore, I been designing this for 2 weeks, I'm getting discouraged :(
1) Ability Score Increase
Your small body makes you inherently fast but weak and not very threatening alone.
Your Dexterity score increases by 1, your Strength score is reduced by 2, and your CHA (Intimidation) score is reduced by 2
2) 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.
3) Sunlight Sensitivity
Kobolds live most of their lives underground, on systems of tunnels and caves they dig
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you or whatever you are trying to perceive is in direct sunlight.
DIRECT TRIGGERS to SS: Player is in direct sunlight, your eyes are stinging; you wince in annoyance!
AVOIDING SS: Always make sure Player knows the current weather and your terrain surroundings.
Weather Patterns:
Unusual Weather Patterns:
Terrain:
Situational/Special:
4) Small Lizard's Nimbleness
You are exceptionally nimble and agile, even for a kobold.
You can move through the space of any creature that is at least two sizes larger than you.
You can take the Dash or Disengage action as a bonus action on each of your turns.
5) Burrower
Kobolds live in underground caverns that they dig by themselves. As a kobold, you learn how to burrow and create small tunnels with a pickaxe and shovel with great speed. When it comes to digging, your species is the best there is! Just one of your "many" redeeming "qualities".
As an action while holding a pickaxe or shovel, you can grant yourself a burrow speed of +20 feet through non-rock earth until the end of your turn. When you use your burrow speed with this trait, you clear the path behind you.
6) Trapper Know-how
Kobolds have a knack for trap ingenuity, they have a sixth sense to find and avoid physical traps, granting you the following benefits:
You have advantage on any check related to disarming or creating physical traps.
You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks to localize physical traps, and in Dexterity saving throws to avoid them.
Gains:
Species feat. does NOT APPLY to Spell Traps.
Trap Creation: A/N: If you want to create your own traps, you need to have the imaginative ability to be resourceful with your Gold and buy items for your traps...traps just don't magically appear when you say "I build a trap", build it yourself! I'll at least share some ideas...here, take this Kobold Bag of Trapper Tools and remember them!
7) Pact Tactics
Your kobold blood has given you an instinctive teamwork ability, granting you the following benefits:. Once every 2 turns you gain advantage on one attack roll against a Target if at least one of your allies is within 2 feet of the Target and the ally isn't incapacitated.
This feat. is a, mostly, melee (class) + your kobold synergy attack tactic. Stemming from kobolds "strength in numbers" philosophy.
Only works with Party of 2 or Greater.
8) Bigger Friends
In some cases, your kobold may have grown up in a human city, amongst an elven family or with an adventurer group along the way. Perhaps you're just a wayward vagabond. There are many possibilities for a kobold who didn't grow up with a kobold tribe. You've seen things that can't quite be explained with words and you look on at the world with wanderlust
When an ally within 30 feet of you, that you can see, and that is at least two sizes larger than you, scores a critical hit, you can use your reaction to get inspired by your bigger ally. Once you do this, you can add a 1d4 bonus to the next ability check, saving throw or attack roll you make until the end of your turn.
Once you've used your 2 bonus charges, you cannot use this trait again until you finish a long rest.
Your little kobold heart can't handle too much excitement in one day! You need to (long) rest to slow your rapidly beating heart.
(Must have 1 Party member at least +2 sizes taller than you to use)
ACTION
Inspired:
[Reaction]
Your taller party member has just done something amazing right before your kobold eyes. You feel a rush of inspiration take hold of you!
Rest Type: Long Rest
9) Small Distraction
You learn how to teamwork better than anyone and to understand that the whole is greater than its parts.
As an action, you can distract nearby Targets by cowering pathetically, shrieking furiously, boasting/gloating arrogantly, or through different means (use imagination).
Until the start of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see or hear you. You can use this trait 3 times equal to your proficiency bonus, and regain all expended uses after a long rest. You don't benefit from the advantage.
ACTION
Distract:
You attempt to distract the targets in front of you by any means (use imagination)
Action can only be performed 3 times and recovers during a Long Rest to recover your voice.
(general/ doesn't display as an attack)
3 charges, CHA modifier, + Proficiency
Cutie Eyes:
At Lvl 2. you picked up on a few things on your travels. Social cues here and there. You learn that society sees you as a nuisance and a plague, however, you notice that society also finds your species to be objectively cute? Knowing this, you practiced your best expression that brings out your maximum cuteness potential to exploit any Target weak enough to fall for your charms like a succubus trapping her prey.
Trying to act cute , if successful on Targets, will trigger a "cute response". Leading the Targets to become charmed.
Cutie Eyes has 2 Charges which recover when you take a Short Rest. Because the expression you make is very straining on your eyes and facial muscles.
At Lvl. 5, Cutie Eyes become a (Bonus Action) and CHA +1. Increasing the chance of Target(s) becoming Charmed
10) Kobold Cowardice
Kobolds are known for their cowardice and "stupidity", though you could call it cleverness. Your innate sense of self preservation grants you the following benefits:
ACTION
Hide:
Player is actively trying to hide from target. This implies player was in a line of sight of Target. If failed to Hide from Target you gain a disadvantage to Target next attack / Opportunity attack.
Hidden:
No action taken. You are hidden until you perform an action
Feral Ambush (Melee):
You gained the courage to fight back while in your cowering state or maybe it was all just an act. Either way, you gather yourself for a preemptive strike.
You gain advantage on your next turn in any DEX melee attack against the Target 5 ft. in front of you if you're currently hidden while under the effects of Kobold Cowardice.
A failed DEX attack gives you disadvantage to target's next attack.
Whether you succeed or miss, the adrenaline within you has faded away and need to take a Short Rest to perform a Feral Ambush (Melee) again.
Feral Ambush (Ranged):
You gained the courage to fight back while in your cowering state or maybe it was all just an act. Either way, you gather yourself for a strike.
You gain advantage on your next turn in any DEX ranged attack against the nearest Target in front of you (ft. & AoE depending on weapon or spell range) if you're currently hidden while under the effects of Kobold Cowardice.
A failed DEX attack gives you disadvantage to target's next attack.
Whether you succeed or miss, the adrenaline within you has faded away and need to take a Short Rest to perform a Feral Ambush (Ranged) again.
Disengage:
You decide to run away from your Target increasing your base speed (walking) when fleeing by an additional 10 ft.
Beggar's Plea:
You do anything you can think of as you make your plea to any Targets in range that see or hear you.
You do some or you can do it all.
Cry, shout, whisper meekly, flail, pace back & forth, grovel, bow, all while pleading, desperately, for whatever purpose that is so urgent to you. (Your life, money, mercy, forgiveness, an elaborate way to make a request or demand, etc.)
Grants +2 Charisma and CHA (Persuasion) +2 when used for 1 turn
11) The Unending Grudge
You are a true kobold, and you do not forget or forgive. An insult, a slight, or an injury, no matter how small, is a seed planted in your heart, destined to bear the bitter fruit of retribution. The passing of time does not dull your memory; it only hones your focus.
Restrictions:
How to use it in your game
I made an edit adding everything I had in my Kobold version Homebrew. I'm really proud of it. It obviously doesn't have the Modifiers here. Anyways, someone PLEASE HELP ME
IDK how modifiers work. I just want this Homebrew to work and be balance so I can finally play DnD.
Experts of Homebrew making, please grace me with your presence! :(
When you say you haven't gotten the modifiers to work, which ones are you talking about?
A lot of these traits with temporary boosts are not the type innately supported by DDB even on official races with similar (mechanics-wise) traits. So most of what you're looking for is really just writing a blurb of text and having it displayed under action / bonus action / reaction.
Depending on what you own on DDB might try homebrew-copying the 5.0 Drow to see how their sunlight sensitivity is coded. For the Feral ambush the 5.0 dragonborn's breath weapon is another short rest ability. Can also use that as a template for your long-rest ability.
If you do want specific modifiers being toggled on/off then homebrewing some magic items you equip/unequip is the way to go. Can use the Thieves' Gloves (cannot remember their name off the top of my head, but the ones that give +5 to sleight of hand) as a template for your -2 to intimidation. And etc.
Since your account is from 2020, you might own Acquisitions Incorporated from the free give away which has the Verdan race that changes from small to medium at lv5 so that's another option to look at how features based on the character's level were coded by homebrew-copying it to take a look.
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Belolonandalogalo Malololomologalo Tumagalokumagalo, Sunny
Eggo Lass, Bone and Oblivion
Tendilius Mondhaven Paxaramus, Drakkenheim
Silverwood Group 1 | Silverwood Group 2 | Hacking the Hackett
Get rickrolled here. Awesome music here. Track 50, 9/23/25, The Mystery of Your Gift
I was really trying to avoid making items for my abilities so it can remain authentic. Is making items really the only way for me to toggle on and off certain advantages? Then what's the point of modifiers?
This isn't going to help you make it work on D&D Beyond, but you REALLY need to rework this race. They get way to many features, and most of them have serious design flaws. I'll go through them in order:
1) Only getting a single +1 to an ability score and a -2 really sucks, and a minus 2 to your intimidation score is not even remotely close to how the game works.
3) Sunlight sensitivity is WAY too complicated.
4) Anyone can move through a creature's space if they're two sizes larger than you.
5) Burrower is going to be abused by players to bypass obstacles.
6) Way too powerful.
7) Just use the normal, simple pack tactics. Also, why the 2-foot distance thing? It's supposed to be 5 feet.
8) It's way too complicated to trigger for the two per long rest restriction, and it will never activate, because what kind of party has a Large party member?
9) 3 times equal to your proficiency bonus makes no sense.
10) Kobold Cowardice is impossible to activate.
11) Unending Grudge is something that should just be roleplaying.
Finally, almost all of these features aren't koboldy in the slightest. I recommend you use the race in Mordenkainen Presents: Monsters of the Multiverse.
thanks for telling me everything that's wrong with it
now can you tell me how to improve it, or are you incapable of doing that?
Also, I disagree, these traits are VERY in character for a kobold. The traits are busted, I'm aware of that, but as far as how they behave, I used Volo & MotM as inspiration. I know how kobolds behave and I'm unsatisfied that kobold Homebrews out there don't reflect their behavior in greater detail.
That's what ROLEPLAY is for. You shouldn't need rules for how your character's personality affects combat. Unfortunately, I don't know how the homebrew feature works. I just wanted to make sure the design of the race was actually good before you spend the time making all of the features work.
Making items to activate the effects of abilities doesn't make it less authentic at all. Personally I've used homebrew items for a variety of toggles like mage armor or a barbarian's rage.
For the the "then what's the point of modifiers" you may need to be more specific as I'm not sure what you're getting at. Are you talking about "what's the point of a section in DDB?" In which case I will say most races' features are able to actually get toggled as needed. It's just that your specific kobold's design really leans into all those highly situational effects that DDB doesn't really support having mechanically on the sheet as on/off buttons.
Also, for what it's worth, I do agree with Maruntoryx about the overall design of the race. In a way it feels more like a subclass than a race for a lot of things. (Level-dependent abilities, the number of them.) And the Unending Grudge is the classic example of something that can be roleplayed as opposed to needing mechanics.
My biggest advice for improving it would be to look at what you've got and see what you like most, see what really can be roleplayed, and narrow it down. For example I'd probably trim it to darkvision, pack tactics, cutie eyes (which would be from level 1 and always a bonus action to make it simpler). Maybe a 10ft. burrowing speed too if you're really hardset on it. And then leave the rest to roleplay and if you think your character should get an advantage on things like trap-finding, give a justification from backstory/circumstances to see if your DM agrees.
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo Malololomologalo Tumagalokumagalo, Sunny
Eggo Lass, Bone and Oblivion
Tendilius Mondhaven Paxaramus, Drakkenheim
Silverwood Group 1 | Silverwood Group 2 | Hacking the Hackett
Get rickrolled here. Awesome music here. Track 50, 9/23/25, The Mystery of Your Gift
Well do you have any advice at all to give me to further improve this Kobold Homebrew?
If you think Burrower is abuseable, how do I fix it?
If Trapper Know-how is too OP, How much should I nerf it?
if you have nothing to offer but scrutiny then you're not really helping me with my goals here. I'm looking for feedback!
For Burrower, I simply think that giving players the ability to bypass anything that's not set in stone (literally) or requires flying is not a good idea. Maybe just axe it. Trapper Know-How needs to give advantage on less things. 5 is far too many.
Ok, I see, this helps, thanks
I reduced the Burrower speed from 20ft to 10 ft. I personally cannot see how it would be abused. You'll need to provide examples to get your point across. Since to me I can only see it being used for gags or burying bodies. I need to hear scenarios on how this feat could be abused. Logically speaking, kobolds should get a boost in burrow speed for their species background history, it makes sense for them to be a race of expert diggers.
As for Trapper Know-how, I'll nerf it from 4 to 1 on all stats shown.
I think spotting traps and knowing how they're made is well within their character as long as they're physical traps. And to me, it makes logical sense why they should be able to disarm a trap as well, they ARE expert trap makers and if they KNOW how to make traps, they sure as hell know how to dismantle them.
As for the Saving Throw, their small size, quick reflexes, and trap knowledge, it makes sense that they'd be slightly above average in being able the higher opportunity to save themselves from tap related danger.
to me, not having THAT ability is like a Scholar who can't read and a Wizard who can't do spells. Kobolds make/break/ and save themselves from traps
For Burrower, it would let the party bypass any trap, puzzle, or obstacle located in an earthen tunnel. And it would let the party sneak under almost any wall. Also, most floors would be a thin layer of wood or stone on top of dirt, unless it's in a dungeon that's VERY deep underground, so the burrowing speed lets the party go basically everywhere that the DM doesn't want them to go.
Are you saying with Burrower I can shovel my way through wooded planks and when walls are built don't they at least add a few layers of stone under the ground for more stability? These are hypotheticals of course
However, what's so bad about having a kobold on a team that can do such a thing for the party? and why would Burrower be used to avoid traps when a kobold could just use "Trapper Know-how" to disarm the traps in the first place? *thinking*
And what kind of puzzle could be bypassed by digging under when surrounded by earth terrain? Are most puzzles not found in Dungeons? This hypothetical is invalid at least maybeeeee 7/10 times? I mean seriously..a puzzle? where, in the forest? meadows? plains? grasslands? desert?
No, I can only see puzzles in dungeons, temples, catacombs, caves, lairs, underground civilizations, and I'd say that the flooring is definitely not earth but stone. Your concern is valid, but I just don't see the importance on how this ability can be abused. I just can't see the validity.
Like, I need a more logical hypothetical.
like this: there's a bandit hideout in the forest and we need to sneak in at night. I spend my turns digging a whole under the camp's wall to stealthy sneak in and let my party fallow.
In this case, it's not busted, it's a tactical advantage and makes sense for a Kobold to do. How would I do a similar behavior in town, a kingdom, temple, dungeon, or any place that has floors that are not earthen? For the entry specifically states that it can only work on earthen soil.
That means no pick or shoveling through wood, stone, or metal. Although admittedly wood is kinda a stretch for a pickaxe...
EDIT: Also, I have my doubts on player imaginative intuition, you're smart enough to find ways to abuse it. But I doubt people will think to use Burrower in such a manner, it just doesn't make logical sense considering the feat. is purely situational. What Player decides to spend multiple turns digging to avoid a puzzle...that's honestly brilliant on their part.
EDIT 2: IMPROVED VERSION
Creature Type
You are a Humanoid
Size
Your size is Small
Speed
Your speed is 30 ft.
Ability Score Increase
Your small body makes you inherently fast but weak and not very threatening alone.
Your Dexterity score increases by 1, your Strength score is reduced by 1, and your CHA (Intimidation) score is reduced by 1
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.
Sunlight Sensitivity
Kobolds live most of their lives underground, on systems of tunnels and caves they dig
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you or whatever you are trying to perceive is in direct sunlight.
DIRECT TRIGGERS to SS: Player is in direct sunlight, your eyes are stinging; you wince in annoyance!
AVOIDING SS: Always make sure Player knows the current weather and your terrain surroundings.
Weather Patterns:
Unusual Weather Patterns:
Terrain:
Situational/Special:
Burrower
Kobolds live in underground caverns that they dig by themselves. As a kobold, you learn how to burrow and create small tunnels with a pickaxe and shovel with great speed. When it comes to digging, your species is the best there is! Just one of your "many" redeeming "qualities".
As an action while holding a pickaxe or shovel, you can grant yourself a burrow speed of +10 feet through non-rock earth until the end of your turn. When you use your burrow speed with this trait, you clear the path behind you.
Trapper Know-how
Kobolds have a knack for trap ingenuity, they have a sixth sense to find and avoid physical traps, granting you the following benefits:
You have advantage on any check related to disarming or creating physical traps.
You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks to localize physical traps, and in Dexterity saving throws to avoid them.
Please equip Kobold Ring of Trapper Know-how (Homebrew) for the ability to work properly
Gains:
Species feat. does NOT APPLY to Spell Traps.
Trap Creation: A/N: If you want to create your own traps, you need to have the imaginative ability to be resourceful with your Gold and buy items for your traps...traps just don't magically appear when you say "I build a trap", build it yourself! I'll at least share some ideas...here, take this Kobold Bag of Trapper Tools and remember them! Here use this (Homebrew) too, Kobold Book of Traps. Now go make traps and do crime!
Pack Tactics
Your kobold blood has given you an instinctive teamwork ability, granting you the following benefits:. You gain advantage on one attack roll against a Target if at least one of your allies is within 5 feet of the Target and the ally isn't incapacitated.
This feat. is a, mostly, melee (class) + your kobold synergy attack tactic. Stemming from kobolds "strength in numbers" philosophy.
Please equip Kobold Ring of Pact Tactics (homebrew) to toggle on/off
Small Distraction
You learn how to teamwork better than anyone and to understand that the whole is greater than its parts.
As an action, you can distract nearby Targets by cowering pathetically, shrieking furiously, boasting/gloating arrogantly, or through different means (use imagination).
Until the start of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see or hear you. You can use this trait 3 times equal to your proficiency bonus, and regain all expended uses after a long rest. You don't benefit from the advantage.
Kobold Cowardice
Kobolds are known for their cowardice and "stupidity", though you could call it cleverness. Your innate sense of self preservation grants you the following benefits:
Languages
You can speak, read, and write Common and Draconic.
Any improvements to be made now guys?
This one is better, but there are still a few problems. Trapper Know-How is confusing me, because it says you get advantage, but then it only says you get a +1. The first line of Kobold Cowardice says you have to activate it, but there's no way to activate it.
For Trapper Know-how - I'm saying you gain advantage to creating and disarming traps. but you also gain a +1 to DEX (Slight of Hands) when you're disarming the trap
As for Kobold Cowardice - The action of Hiding and staying Hidden, which both are two separate actions, aren't exactly original to just Kobolds, so I deleted them. The effects still activate if a Player, who's playing a Kobold, still uses their ingame Hide/Hidden functionality.
The ACTUAL ACTIONS that are still a thing is:
Feral Ambush (Melee)
Feral Ambush (Ranged)
Beggar's Plea
I think you need to reword it so that its actually understandable. I had no idea that Hiding was related to that feature.
To Hide and to be Hidden aren't the same, so I thought it was just common knowledge.
To Hide, is to be active
To be Hidden, is passive
also, I wrote this "You have advantage on Dexterity (Stealth) checks to hide yourself or to stay hidden if you don't move on your turn."
regardless, it doesn't matter anymore since those features actions are gone
Okay so does anybody have any final suggestions?