It's super complicated, you could streamline it down by ALOT. e.g.
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. Your Dexterity score increases by 1, your Strength score is reduced by 1
[Notes: it doesn't make sense to have a -1 to one specific skill]
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.
[NOTES: it is the DMs job to determine when there is / isn't direct sunlight, you should not be dictating that in a species description, and up to the players to figure out how to get around it. In general, do not tell other people how to play your creations 'properly', the whole point of D&D is that stuff is left open to interpretation which facilitates improvisation, creativity, and the players feeling good that they figured out a way to get around a weakness/limitation]
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". You can use your Dexterity modifier instead of your Strength for any check using a pickaxe or shovel.
[NOTES: You didn't describe this as an innate physical ability to dig using claws / teeth, so just giving a burrow speed doesn't make sense, as then they could burrow at any time even if naked and without any tools.]
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.
[NOTES: again deleted stuff that is up to DM rulings, or that is covered elsewhere in the rules (Crafting is defined elsewhere in the rules). - see above about telling people how to play the game.]
Pack Tactics
Your kobold blood has given you an instinctive teamwork ability, granting you the following benefits:. You gain advantage on the first attack roll you make on your turn against a Target if at least one of your allies is within 5 feet of the Target and the ally isn't incapacitated.
[NOTES: Why did you nerf this? This was a simple strategy to counteract Sunlight Sensitivity.]
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 don't benefit from the advantage.
[Notes: I deleted the limited use because you gave so many uses they'd never run out so it's a total waste of time to have them track uses]
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 effects:
You have disadvantage on Intimidation checks.
You have proficiency in the Stealth skill.
You can move up to 10 feet when you take the Disengage action.
[Notes: again I simplified this down and removed undefined actions/abilities, this one was also super strangely worded as some kind of limited use / limited duration thing but there is no usage / duration information within it.]
Languages
You can speak, read, and write Common and Draconic.
It's super complicated, you could streamline it down by ALOT. e.g.
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. Your Dexterity score increases by 1, your Strength score is reduced by 1
[Notes: it doesn't make sense to have a -1 to one specific skill]
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.
[NOTES: it is the DMs job to determine when there is / isn't direct sunlight, you should not be dictating that in a species description, and up to the players to figure out how to get around it.]
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". You can use your Dexterity modifier instead of your Strength for any check using a pickaxe or shovel.
[NOTES: You didn't describe this as an innate physical ability to dig using claws / teeth, so just giving a burrow speed doesn't make sense, as then they could burrow at any time even if naked and without any tools.]
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.
[NOTES: again deleted stuff that is up to DM rulings, or that is covered elsewhere in the rules (Crafting is defined elsewhere in the rules).]
Pack Tactics
Your kobold blood has given you an instinctive teamwork ability, granting you the following benefits:. You gain advantage on the first attack roll you make on your turn against a Target if at least one of your allies is within 5 feet of the Target and the ally isn't incapacitated.
[NOTES: Why did you nerf this? This was a simple strategy to counteract Sunlight Sensitivity.]
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 don't benefit from the advantage.
[Notes: I deleted the limited use because you gave so many uses they'd never run out so it's a total waste of time to have them track uses]
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 effects:
You have disadvantage on Intimidation checks.
You have proficiency in the Stealth skill.
You can move up to 10 feet when you take the Disengage action.
[Notes: again I simplified this down and removed undefined actions/abilities, this one was also super strangely worded as some kind of limited use / limited duration thing but there is no usage / duration information within it.]
Languages
You can speak, read, and write Common and Draconic.
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.
[NOTES: it is the DMs job to determine when there is / isn't direct sunlight, you should not be dictating that in a species description, and up to the players to figure out how to get around it.]
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". You can use your Dexterity modifier instead of your Strength for any check using a pickaxe or shovel.
[NOTES: You didn't describe this as an innate physical ability to dig using claws / teeth, so just giving a burrow speed doesn't make sense, as then they could burrow at any time even if naked and without any tools.]
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.
[NOTES: again deleted stuff that is up to DM rulings, or that is covered elsewhere in the rules (Crafting is defined elsewhere in the rules).]
Pack Tactics
Your kobold blood has given you an instinctive teamwork ability, granting you the following benefits:. You gain advantage on the first attack roll you make on your turn against a Target if at least one of your allies is within 5 feet of the Target and the ally isn't incapacitated.
[NOTES: Why did you nerf this? This was a simple strategy to counteract Sunlight Sensitivity.]
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 don't benefit from the advantage.
[Notes: I deleted the limited use because you gave so many uses they'd never run out so it's a total waste of time to have them track uses]
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 effects:
You have disadvantage on Intimidation checks.
You have proficiency in the Stealth skill.
You can move up to 10 feet when you take the Disengage action.
[Notes: again I simplified this down and removed undefined actions/abilities, this one was also super strangely worded as some kind of limited use / limited duration thing but there is no usage / duration information within it.]
For Sunlight Sensitivity, I just wanted to let the Players, like myself know what weather conditions are okay and what's not OK. I also don't agree with the setiment that if the enemy is in Sunlight the player shouldn't have Disadvantage just for that, it makes no sense.
For Burrower, I never thought of kobold claws or teeth, but does that make Pickaxes and shovels invalid?
For Trapper Know-how, when you said "[NOTES: again deleted stuff that is up to DM rulings, or that is covered elsewhere in the rules (Crafting is defined elsewhere in the rules).] " I'm not sure what you mean
I just wanted players, like myself, know what they're getting into and how I would use the ability
For Pack Tactics, I nerfed it because what if DM gets rid of SS? Or if Player equips my Homebrew "Scale Sorcerer's Orb of Light Domination"? Without SS Pact Tactics becomes a bit OP which usually leads to DMs omitting both SS & PT. I wanted to find a way to keep PT intact somehow
BTW I actually got rid of Pact Tactics, in favor of Dragonic Cry
A spark of the ancient power of your draconic ancestors courses through your veins. When you unleash a battle cry, it carries a primal echo of a true dragon's roar. It's a sound that inspires not fear but a swift, furious resolve in your allies, strengthening their will as they fight alongside their scaly kin.
As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
I would still trim it down more personally. Leas is more. But that’s just me. Sorry I can’t be of more help; I’m still pretty new to homebrewing myself.
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.
[NOTES: again deleted stuff that is up to DM rulings, or that is covered elsewhere in the rules (Crafting is defined elsewhere in the rules). - see above about telling people how to play the game.]
I deleted the part tat tells Players what they should gain. You're right, I should leave the gains up to the DM
but can I keep this part in for Players? 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!
If I were making it I would still trim it down a LOT more, but I tried to preserve the OP's design as much as possible. If I were to really remake the Kobold species with this flavour in mind I'd do it like this:
Kobold Creature Type: Humanoid Size : Small Languages: Common, Draconic
Ability Score Improvement Your small lithe body is prefect for agile squeezing through tunnels, you gain +2 Dexterity, and have -1 Strength.
Minor Sunlight Sensitivity Your eyes are designed for seeing in tunnels underground, you have disadvantage on Wisdom (Perception) checks and attack rolls when you are in direct sunlight.
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.
Crafty Your clever mind and dexterous hands are adept at designing and creating unique traps and tools. You gain proficiency with Tinker's Tools, and can use them instead of Thieves' Tools to make or disarm traps. In addition, you can make makeshift Tinker's Tools from random scraps and debris in your environment following 1 hour of effort.
Clever Cowardice Other creatures see your short stature and scrawny form and tend to dismiss you as a threat, but you know it is smarter to live to see another day. You gain the following effects:
You have disadvantage on Intimidation checks.
You have proficiency in the Stealth skill.
You can move up to 10 feet when you take the Disengage action.
Tunnel Born You were born in the labyrinthine tunnels of a Kobold colony, as a result you are particularly skilled at digging and escaping tight spaces:
You can use Dexterity instead of Strength for skill checks using a pickaxe or shovel.
You can squeeze through narrow spaces without a reduction to your movement speed.
Distraction You learn how to teamwork better than anyone and to understand that the whole is greater than its parts. As a bonus action, you can distract creatures within 10 ft of you such as by cowering pathetically, shrieking furiously, boasting/gloating arrogantly. Until the start of your next turn, you and your allies gain Advantage on attack rolls against the targets that could hear you. You can use this ability a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.
These are my suggestions based upon my experience and not-expertise. Foreword, this is actually, really clever and i love it. I might actually let some of my players pick this race if they want, good job on this! Now onto doing just a little edited thats mostly nitpicky. Also, this is Your creation, anything you don’t want to be here, or anything you want to be here, put it in there! This is your baby, im just trying to be a child raising manual. Creature Type
You are a Humanoid
Size
Your size is Small
Speed
Your speed is 25 ft. (Edited to match speed of halflings and the size of small.)
Ability Score Increase
Your small body makes you inherently fast but weak and not very threatening alone.
Your Dexterity and Intelligence score increases by 1, your Strength score is reduced by 1.(( Edited to remove the penalty to intimidation and added intelligence buff, this is due for a few reasons. First, no race inheritly reduces a singular abilty, second of all Kobolds can be ******* terrifying, something smart enough to create traps while looking part dragon? Basically a short but smarter dragonborn. If a bug that looked like a lizard, the size of a child, and capable of thought on the level to trap its prey, is a scary idea, any race for that matter, you dont wanna penalize a player trying to be a scary dark magician kobold(cough cough ive done that before). And the intelligence buff is for lore reasons, as kobolds have almost always been smart creatures, despite the caveman-y nature))
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. (great, darkvision, makes sense)
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 are trying to perceive 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 a bonus action, while holding a pickaxe or shovel, you can grant yourself a burrow speed of 15 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 (Removed small bonuses, and kept advantages. Similar to ranger, this ability should function in a way where you can allow roleplay to flourish.)
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 attack rolls against a Target if at least one of your allies is within 5 feet of the Target and the ally isn't incapacitated. (Improve to regular Pack Tactics.)
Kobolds are known for their cowardice and intelligence, though you could call it cleverness. Once per long rest, you can activate your innate sense of self preservation granting you the following benefits:
Increase your Dexterity score by 1 for 2 turns when using kobold cowardice
You have advantage on Dexterity (Stealth) checks to hide yourself and creatures of disadvantage on Wisdom(Perception) checks to spot you.
You can Disengage as a bonus action
When you reach level 5, you gain the Feral Ambush Action
Languages
You can speak, read, and write Common and Draconic. This was really fun to work with, despite taking some time. I hope my input helps, yours truly.
Rollback Post to RevisionRollBack
Just Your Friendly Animated Armor :3
I love birds I love birds I love birds I love birds I love birds love birds I love birds I love birds I love birds I love birds love birds I love birds I love birds I love birds I love birds
If I were making it I would still trim it down a LOT more, but I tried to preserve the OP's design as much as possible. If I were to really remake the Kobold species with this flavour in mind I'd do it like this:
Kobold Creature Type: Humanoid Size : Small Languages: Common, Draconic
Ability Score Improvement Your small lithe body is prefect for agile squeezing through tunnels, you gain +2 Dexterity, and have -1 Strength.
Minor Sunlight Sensitivity Your eyes are designed for seeing in tunnels underground, you have disadvantage on Wisdom (Perception) checks and attack rolls when you are in direct sunlight.
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.
Crafty Your clever mind and dexterous hands are adept at designing and creating unique traps and tools. You gain proficiency with Tinker's Tools, and can use them instead of Thieves' Tools to make or disarm traps. In addition, you can make makeshift Tinker's Tools from random scraps and debris in your environment following 1 hour of effort.
Clever Cowardice Other creatures see your short stature and scrawny form and tend to dismiss you as a threat, but you know it is smarter to live to see another day. You gain the following effects:
You have disadvantage on Intimidation checks.
You have proficiency in the Stealth skill.
You can move up to 10 feet when you take the Disengage action.
Tunnel Born You were born in the labyrinthine tunnels of a Kobold colony, as a result you are particularly skilled at digging and escaping tight spaces:
You can use Dexterity instead of Strength for skill checks using a pickaxe or shovel.
You can squeeze through narrow spaces without a reduction to your movement speed.
Distraction You learn how to teamwork better than anyone and to understand that the whole is greater than its parts. As a bonus action, you can distract creatures within 10 ft of you such as by cowering pathetically, shrieking furiously, boasting/gloating arrogantly. Until the start of your next turn, you and your allies gain Advantage on attack rolls against the targets that could hear you. You can use this ability a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.
These are my suggestions based upon my experience and not-expertise. Foreword, this is actually, really clever and i love it. I might actually let some of my players pick this race if they want, good job on this! Now onto doing just a little edited thats mostly nitpicky. Also, this is Your creation, anything you don’t want to be here, or anything you want to be here, put it in there! This is your baby, im just trying to be a child raising manual. Creature Type
You are a Humanoid
Size
Your size is Small
Speed
Your speed is 25 ft. (Edited to match speed of halflings and the size of small.)
Ability Score Increase
Your small body makes you inherently fast but weak and not very threatening alone.
Your Dexterity and Intelligence score increases by 1, your Strength score is reduced by 1.(( Edited to remove the penalty to intimidation and added intelligence buff, this is due for a few reasons. First, no race inheritly reduces a singular abilty, second of all Kobolds can be ******* terrifying, something smart enough to create traps while looking part dragon? Basically a short but smarter dragonborn. If a bug that looked like a lizard, the size of a child, and capable of thought on the level to trap its prey, is a scary idea, any race for that matter, you dont wanna penalize a player trying to be a scary dark magician kobold(cough cough ive done that before). And the intelligence buff is for lore reasons, as kobolds have almost always been smart creatures, despite the caveman-y nature))
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. (great, darkvision, makes sense)
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 are trying to perceive 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 a bonus action, while holding a pickaxe or shovel, you can grant yourself a burrow speed of 15 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 (Removed small bonuses, and kept advantages. Similar to ranger, this ability should function in a way where you can allow roleplay to flourish.)
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 attack rolls against a Target if at least one of your allies is within 5 feet of the Target and the ally isn't incapacitated. (Improve to regular Pack Tactics.)
Kobolds are known for their cowardice and intelligence, though you could call it cleverness. Once per long rest, you can activate your innate sense of self preservation granting you the following benefits:
Increase your Dexterity score by 1 for 2 turns when using kobold cowardice
You have advantage on Dexterity (Stealth) checks to hide yourself and creatures of disadvantage on Wisdom(Perception) checks to spot you.
You can Disengage as a bonus action
When you reach level 5, you gain the Feral Ambush Action
Languages
You can speak, read, and write Common and Draconic. This was really fun to work with, despite taking some time. I hope my input helps, yours truly.
Thank you WONDERFUL PEOPLE for helping this Kobold improve their own Kobold Homebrew. I'll begin working on "Kobold VER 3.0" stay tuned with an update sometime later or tomorrow!
Cool best of luck! This was really fun, and a great idea, I hope you dont mind if I steal this for some of my players
Rollback Post to RevisionRollBack
Just Your Friendly Animated Armor :3
I love birds I love birds I love birds I love birds I love birds love birds I love birds I love birds I love birds I love birds love birds I love birds I love birds I love birds I love birds
Your small body makes you inherently fast but weak and not very threatening alone.
Your Dexterity and Intelligence 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.
This Information is no longer needed, however I will keep this information to myself. And I urge DMs to have some common sense on the importance of WEATHER PATTERNS
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 were born in the labyrinthine tunnels of a Kobold colony, as a result you are particularly skilled at digging and escaping tight spaces; When it comes to digging, your species is the best there is! Just one of your "many" redeeming "qualities".
You can use Dexterity instead of Strength for skill checks using a pickaxe or shovel.
You can squeeze through narrow spaces without a reduction to your movement speed.
As a bonus action, while holding a pickaxe or shovel, you can grant yourself a burrow speed of 15 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 (This Homebrew I made may still find its purpose to whoever in the distant future) :'(
DELETED! This info should be up to the DM!
Gains:
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.
Your clever mind and dexterous hands are adept at designing and creating unique traps and tools. You gain proficiency with Tinker's Tools, and can use them instead of Thieves' Tools to make or disarm traps. In addition, you can make makeshift Tinker's Tools from random scraps and debris in your environment following 1 hour of effort.
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!
DELETED & YEETED!
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.
A spark of the ancient power of your draconic ancestors courses through your veins. When you unleash a battle cry, it carries a primal echo of a true dragon's roar. It's a sound that inspires not fear but a swift, furious resolve in your allies, strengthening their will as they fight alongside their scaly kin.
As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
A/N: I been told DC is a better version of Pact Tactics
Small Distraction
You learn how to teamwork better than anyone and to understand that the whole is greater than its parts. As a bonus action, you can distract creatures within 10 ft of you such as by cowering pathetically, shrieking furiously, boasting/gloating arrogantly or through other means. Until the start of your next turn, you and your allies gain Advantage on attack rolls against the targets that could hear you. You can use this ability a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.
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.
Omitted INFO (Thoughts Anyone?)
Cutie Eyes ACTION
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
Kobold Cowardice
Kobolds are known for their cowardice and intelligence, though you could call it cleverness. Once per long rest, you can activate your innate sense of self preservation granting you the following benefits:
You have disadvantage on Intimidation checks
Increase your Dexterity score by 1 for 2 turns when using kobold cowardice
You have advantage on Dexterity (Stealth) checks to hide yourself and creatures of disadvantage on Wisdom(Perception) checks to spot you.
You can Disengage up to 10 feet as a bonus action
Beggar's Plea grants CHA (Persuasion) +1
When you reach level 5, you gain the Feral Ambush Action
Omitted INFO (Thoughts Anyone?)
Feral Ambush Melee ACTIONS
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 ACTION
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.
Beggar's Plea ACTION
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 CHA (Persuasion) +1
Languages
You can speak, read, and write Common and Draconic.
Any improvements to be made now guys?
Also, please share thoughts on my ACTIONS abilities? I need to word them better or get rid of things.....
I think the burrow speed for a small creature is WAY too much. You have to remember; an entire round is 6 seconds. You are saying that in say, one minute (10 Rounds) a Kobold would be able to dig 100 feet? Super OP. To put that in perspective, a backhoe can scoop up about 1 cubic yard per bucket (for most commercial sized normal backhoes) in about 10 seconds. That averages out to a 3ft-by-3ft hole. And your Kobold can do over triple that amount in half the time? Even a Move Earth cantrip can only move 5 cubic feet of dirt in 6 seconds.
Granted, a lot of creatures have a burrowing speed, but they are usually fairly large or strong monsters. I like the idea they can borrow, but it should be in a non-combat type situation where they can make tunnels faster than any other player. I like your ideas though, and the race sounds cool, but a lot of what you want to do is more of stuff that you might to just have someone pencil in on their character sheet because DnD Beyond is very limited on a lot of DnD rules.
Wait doesn’t burrowing only work on dirt or non compact ground? It doesn’t work on trees and stone, so it can’t circumnavigate through entire dungeons unless they were made out of mud.
Maybe it could share the same amount of uses with Small Distraction, where they can use the ability once a round to get that burrow speed or use Small Distraction. It compacts the feature so that people don’t have to manage multiple different times used and at-wills.
I think the burrow speed for a small creature is WAY too much. You have to remember; an entire round is 6 seconds. You are saying that in say, one minute (10 Rounds) a Kobold would be able to dig 100 feet? Super OP. To put that in perspective, a backhoe can scoop up about 1 cubic yard per bucket (for most commercial sized normal backhoes) in about 10 seconds. That averages out to a 3ft-by-3ft hole. And your Kobold can do over triple that amount in half the time? Even a Move Earth cantrip can only move 5 cubic feet of dirt in 6 seconds.
Granted, a lot of creatures have a burrowing speed, but they are usually fairly large or strong monsters. I like the idea they can borrow, but it should be in a non-combat type situation where they can make tunnels faster than any other player. I like your ideas though, and the race sounds cool, but a lot of what you want to do is more of stuff that you might to just have someone pencil in on their character sheet because DnD Beyond is very limited on a lot of DnD rules.
The BASE burrow speed is 30 ft. The "Burrower" feat. (Updated) grants an extra +15 ft.
So 45 ft when used. I'm aware that 1 round is 6 seconds DnD Real Time. So, what would you suggest to make it more balance WHILE still having Kobolds be THE BEST diggers of all races?
Wait doesn’t burrowing only work on dirt or non compact ground? It doesn’t work on trees and stone, so it can’t circumnavigate through entire dungeons unless they were made out of mud.
Maybe it could share the same amount of uses with Small Distraction, where they can use the ability once a round to get that burrow speed or use Small Distraction. It compacts the feature so that people don’t have to manage multiple different times used and at-wills.
I think that's what I'm doing? Or that is the intention? I imagine players would USE each round to dig
To answer both of you guys, I'd imagine Kobolds should dig ALOT in just a few moments than what others can achieve in a half hour or 1-2hours
It makes sense(?) to me, and adds a comedic roleplaying effect.
And as I said to a past user, You can only dig through basically soil. I cannot see people abusing it too much since the world of DnD, where Players will travel will most often than not, NOT have earthen soil.
I think the burrow speed for a small creature is WAY too much. You have to remember; an entire round is 6 seconds. You are saying that in say, one minute (10 Rounds) a Kobold would be able to dig 100 feet? Super OP. To put that in perspective, a backhoe can scoop up about 1 cubic yard per bucket (for most commercial sized normal backhoes) in about 10 seconds. That averages out to a 3ft-by-3ft hole. And your Kobold can do over triple that amount in half the time? Even a Move Earth cantrip can only move 5 cubic feet of dirt in 6 seconds.
Granted, a lot of creatures have a burrowing speed, but they are usually fairly large or strong monsters. I like the idea they can borrow, but it should be in a non-combat type situation where they can make tunnels faster than any other player. I like your ideas though, and the race sounds cool, but a lot of what you want to do is more of stuff that you might to just have someone pencil in on their character sheet because DnD Beyond is very limited on a lot of DnD rules.
For reference the badger has a burrow speed of 5ft. With a dash that's 10ft in 6 seconds.
Now that said, burrow speed is different from digging a usable tunnel. So instead of truly excavating a burrow speed indicates you're going like a madman through the earth for a quick tunnel, but it's collapsing behind you.
You learn how to teamwork better than anyone and to understand that the whole is greater than its parts. As a bonus action, you can distract creatures within 10 ft of you such as by cowering pathetically, shrieking furiously, boasting/gloating arrogantly or through other means. Until the start of your next turn, you and your allies gain Advantage on attack rolls against the targets that could hear you. You can use this ability a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.
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.
Omitted INFO (Thoughts Anyone?)
Cutie Eyes ACTION
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
Kobold Cowardice
Kobolds are known for their cowardice and intelligence, though you could call it cleverness. Once per long rest, you can activate your innate sense of self preservation granting you the following benefits:
You have disadvantage on Intimidation checks
Increase your Dexterity score by 1 for 2 turns when using kobold cowardice
You have advantage on Dexterity (Stealth) checks to hide yourself and creatures of disadvantage on Wisdom(Perception) checks to spot you.
You can Disengage up to 10 feet as a bonus action
Beggar's Plea grants CHA (Persuasion) +1
When you reach level 5, you gain the Feral Ambush Action
Omitted INFO (Thoughts Anyone?)
Feral Ambush Melee ACTIONS
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 ACTION
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.
Beggar's Plea ACTION
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 CHA (Persuasion) +1
Hey everyone, so I'm nearing the completion of the Kobold Homebrew. But can someone PLEASE tell me what they think of the ACTIONS related to the feats. above? I need to know if they don't make sense, too op, or clear up any confusions, or maybe word them differently.
Cutie Eyes should specify a Wisdom saving throw. Do not give them an extra Charisma bonus, it’s front loading a race stronger than the Thri-Kreen and the original pure blooded Yaun Ti.
Feral Ambush is useless, Stealth rules already give you its entire feature but better, just remove it to save space.
How long does Begger's Plea last? Cause by RAW, it just gives you a buff to your Persuasion FOREVER.
If you want the race to be balanced and not as bloated, maybe have Cutie Eyes be part of a origin feat specific to Kobolds?
I think the burrow speed for a small creature is WAY too much. You have to remember; an entire round is 6 seconds. You are saying that in say, one minute (10 Rounds) a Kobold would be able to dig 100 feet? Super OP. To put that in perspective, a backhoe can scoop up about 1 cubic yard per bucket (for most commercial sized normal backhoes) in about 10 seconds. That averages out to a 3ft-by-3ft hole. And your Kobold can do over triple that amount in half the time? Even a Move Earth cantrip can only move 5 cubic feet of dirt in 6 seconds.
Granted, a lot of creatures have a burrowing speed, but they are usually fairly large or strong monsters. I like the idea they can borrow, but it should be in a non-combat type situation where they can make tunnels faster than any other player. I like your ideas though, and the race sounds cool, but a lot of what you want to do is more of stuff that you might to just have someone pencil in on their character sheet because DnD Beyond is very limited on a lot of DnD rules.
The BASE burrow speed is 30 ft. The "Burrower" feat. (Updated) grants an extra +15 ft.
So 45 ft when used. I'm aware that 1 round is 6 seconds DnD Real Time. So, what would you suggest to make it more balance WHILE still having Kobolds be THE BEST diggers of all races?
Wait doesn’t burrowing only work on dirt or non compact ground? It doesn’t work on trees and stone, so it can’t circumnavigate through entire dungeons unless they were made out of mud.
Maybe it could share the same amount of uses with Small Distraction, where they can use the ability once a round to get that burrow speed or use Small Distraction. It compacts the feature so that people don’t have to manage multiple different times used and at-wills.
I think that's what I'm doing? Or that is the intention? I imagine players would USE each round to dig
To answer both of you guys, I'd imagine Kobolds should dig ALOT in just a few moments than what others can achieve in a half hour or 1-2hours
It makes sense(?) to me, and adds a comedic roleplaying effect.
And as I said to a past user, You can only dig through basically soil. I cannot see people abusing it too much since the world of DnD, where Players will travel will most often than not, NOT have earthen soil.
Remember that a lot of monsters like digging holes to live in, but that doesn't mean they can do it faster than INDUSTRIAL MACHINERY. Dwarves dig mines, and they don't have a burrow speed. A better way to represent Kobold's aptitude for digging would be to simply give them advantage on ability checks made to dig.
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It's super complicated, you could streamline it down by ALOT. e.g.
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. Your Dexterity score increases by 1, your Strength score is reduced by 1
[Notes: it doesn't make sense to have a -1 to one specific skill]
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.
[NOTES: it is the DMs job to determine when there is / isn't direct sunlight, you should not be dictating that in a species description, and up to the players to figure out how to get around it. In general, do not tell other people how to play your creations 'properly', the whole point of D&D is that stuff is left open to interpretation which facilitates improvisation, creativity, and the players feeling good that they figured out a way to get around a weakness/limitation]
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". You can use your Dexterity modifier instead of your Strength for any check using a pickaxe or shovel.
[NOTES: You didn't describe this as an innate physical ability to dig using claws / teeth, so just giving a burrow speed doesn't make sense, as then they could burrow at any time even if naked and without any tools.]
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
Species feat. does NOT APPLY to Spell Traps.
[NOTES: again deleted stuff that is up to DM rulings, or that is covered elsewhere in the rules (Crafting is defined elsewhere in the rules). - see above about telling people how to play the game.]
Pack Tactics
Your kobold blood has given you an instinctive teamwork ability, granting you the following benefits:. You gain advantage on the first attack roll you make on your turn against a Target if at least one of your allies is within 5 feet of the Target and the ally isn't incapacitated.
[NOTES: Why did you nerf this? This was a simple strategy to counteract Sunlight Sensitivity.]
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 don't benefit from the advantage.
[Notes: I deleted the limited use because you gave so many uses they'd never run out so it's a total waste of time to have them track uses]
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 effects:
[Notes: again I simplified this down and removed undefined actions/abilities, this one was also super strangely worded as some kind of limited use / limited duration thing but there is no usage / duration information within it.]
Languages
You can speak, read, and write Common and Draconic.
You sir are a saint, you actually helped me alot!
FINALLY, someone gives me actual good advice!!!
For Sunlight Sensitivity, I just wanted to let the Players, like myself know what weather conditions are okay and what's not OK. I also don't agree with the setiment that if the enemy is in Sunlight the player shouldn't have Disadvantage just for that, it makes no sense.
For Burrower, I never thought of kobold claws or teeth, but does that make Pickaxes and shovels invalid?
For Trapper Know-how, when you said "[NOTES: again deleted stuff that is up to DM rulings, or that is covered elsewhere in the rules (Crafting is defined elsewhere in the rules).] " I'm not sure what you mean
I just wanted players, like myself, know what they're getting into and how I would use the ability
For Pack Tactics, I nerfed it because what if DM gets rid of SS? Or if Player equips my Homebrew "Scale Sorcerer's Orb of Light Domination"? Without SS Pact Tactics becomes a bit OP which usually leads to DMs omitting both SS & PT. I wanted to find a way to keep PT intact somehow
BTW I actually got rid of Pact Tactics, in favor of Dragonic Cry
A spark of the ancient power of your draconic ancestors courses through your veins. When you unleash a battle cry, it carries a primal echo of a true dragon's roar. It's a sound that inspires not fear but a swift, furious resolve in your allies, strengthening their will as they fight alongside their scaly kin.
As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
I would still trim it down more personally. Leas is more. But that’s just me. Sorry I can’t be of more help; I’m still pretty new to homebrewing myself.
I deleted the part tat tells Players what they should gain. You're right, I should leave the gains up to the DM
but can I keep this part in for Players?
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!
If I were making it I would still trim it down a LOT more, but I tried to preserve the OP's design as much as possible. If I were to really remake the Kobold species with this flavour in mind I'd do it like this:
Kobold
Creature Type: Humanoid
Size : Small
Languages: Common, Draconic
Ability Score Improvement
Your small lithe body is prefect for agile squeezing through tunnels, you gain +2 Dexterity, and have -1 Strength.
Minor Sunlight Sensitivity
Your eyes are designed for seeing in tunnels underground, you have disadvantage on Wisdom (Perception) checks and attack rolls when you are in direct sunlight.
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.
Crafty
Your clever mind and dexterous hands are adept at designing and creating unique traps and tools. You gain proficiency with Tinker's Tools, and can use them instead of Thieves' Tools to make or disarm traps. In addition, you can make makeshift Tinker's Tools from random scraps and debris in your environment following 1 hour of effort.
Clever Cowardice
Other creatures see your short stature and scrawny form and tend to dismiss you as a threat, but you know it is smarter to live to see another day. You gain the following effects:
Tunnel Born
You were born in the labyrinthine tunnels of a Kobold colony, as a result you are particularly skilled at digging and escaping tight spaces:
Distraction
You learn how to teamwork better than anyone and to understand that the whole is greater than its parts. As a bonus action, you can distract creatures within 10 ft of you such as by cowering pathetically, shrieking furiously, boasting/gloating arrogantly. Until the start of your next turn, you and your allies gain Advantage on attack rolls against the targets that could hear you. You can use this ability a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.
I'm thinking how much time I wanna spend on this
A lot... is the answer.
These are my suggestions based upon my experience and not-expertise.
Foreword, this is actually, really clever and i love it. I might actually let some of my players pick this race if they want, good job on this! Now onto doing just a little edited thats mostly nitpicky. Also, this is Your creation, anything you don’t want to be here, or anything you want to be here, put it in there! This is your baby, im just trying to be a child raising manual.
Creature Type
You are a Humanoid
Size
Your size is Small
Speed
Your speed is 25 ft. (Edited to match speed of halflings and the size of small.)
Ability Score Increase
Your small body makes you inherently fast but weak and not very threatening alone.
Your Dexterity and Intelligence score increases by 1, your Strength score is reduced by 1.(( Edited to remove the penalty to intimidation and added intelligence buff, this is due for a few reasons. First, no race inheritly reduces a singular abilty, second of all Kobolds can be ******* terrifying, something smart enough to create traps while looking part dragon? Basically a short but smarter dragonborn. If a bug that looked like a lizard, the size of a child, and capable of thought on the level to trap its prey, is a scary idea, any race for that matter, you dont wanna penalize a player trying to be a scary dark magician kobold(cough cough ive done that before). And the intelligence buff is for lore reasons, as kobolds have almost always been smart creatures, despite the caveman-y nature))
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. (great, darkvision, makes sense)
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 are trying to perceive 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 a bonus action, while holding a pickaxe or shovel, you can grant yourself a burrow speed of 15 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
(Removed small bonuses, and kept advantages. Similar to ranger, this ability should function in a way where you can allow roleplay to flourish.)
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 attack rolls against a Target if at least one of your allies is within 5 feet of the Target and the ally isn't incapacitated. (Improve to regular Pack Tactics.)
Please equip Kobold Ring of Pact Tactics (homebrew) to toggle on/off
Kobold Ingenuity
Kobolds are known for their cowardice and intelligence, though you could call it cleverness. Once per long rest, you can activate your innate sense of self preservation granting you the following benefits:
Languages
You can speak, read, and write Common and Draconic.
This was really fun to work with, despite taking some time. I hope my input helps, yours truly.
Just Your Friendly Animated Armor :3
I love birds I love birds I love birds I love birds I love birds love birds I love birds I love birds I love birds I love birds love birds I love birds I love birds I love birds I love birds
Thank you WONDERFUL PEOPLE for helping this Kobold improve their own Kobold Homebrew.
I'll begin working on "Kobold VER 3.0" stay tuned with an update sometime later or tomorrow!
Cool best of luck! This was really fun, and a great idea, I hope you dont mind if I steal this for some of my players
Just Your Friendly Animated Armor :3
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EDIT 3: IMPROVED VERSION
Creature Type
You are a Humanoid
Size
Your size is Small
Speed
Your speed is 30 ft.(Your Speed is 25 ft.)Ability Score Increase
Your small body makes you inherently fast but weak and not very threatening alone.
Your Dexterity and Intelligence score increases by 1, your Strength score is reduced by 1,
and your CHA (Intimidation) score is reduced by 1Darkvision
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.
If SS truly bothers you, feel free to use my Homebrew Item: Scale Sorcerer Kobold's Orb of Light Domination consult DM
This Information is no longer needed, however I will keep this information to myself. And I urge DMs to have some common sense on the importance of WEATHER PATTERNS
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:
BurrowerTunnel BornYou were born in the labyrinthine tunnels of a Kobold colony, as a result you are particularly skilled at digging and escaping tight spaces; When it comes to digging, your species is the best there is! Just one of your "many" redeeming "qualities".
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:
Please equip Kobold Ring of Trapper Know-how (Homebrew) for the ability to work properly(This Homebrew I made may still find its purpose to whoever in the distant future) :'(DELETED! This info should be up to the DM!
Gains:
Species feat. does NOT APPLY to Spell Traps.
Your clever mind and dexterous hands are adept at designing and creating unique traps and tools. You gain proficiency with Tinker's Tools, and can use them instead of Thieves' Tools to make or disarm traps. In addition, you can make makeshift Tinker's Tools from random scraps and debris in your environment following 1 hour of effort.
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!
DELETED & YEETED!
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
Draconic Cry
A spark of the ancient power of your draconic ancestors courses through your veins. When you unleash a battle cry, it carries a primal echo of a true dragon's roar. It's a sound that inspires not fear but a swift, furious resolve in your allies, strengthening their will as they fight alongside their scaly kin.
As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
A/N: I been told DC is a better version of Pact Tactics
Small Distraction
You learn how to teamwork better than anyone and to understand that the whole is greater than its parts. As a bonus action, you can distract creatures within 10 ft of you such as by cowering pathetically, shrieking furiously, boasting/gloating arrogantly or through other means. Until the start of your next turn, you and your allies gain Advantage on attack rolls against the targets that could hear you. You can use this ability a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.
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.
Omitted INFO (Thoughts Anyone?)
Cutie Eyes ACTION
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
Kobold Cowardice
Kobolds are known for their cowardice and intelligence, though you could call it cleverness. Once per long rest, you can activate your innate sense of self preservation granting you the following benefits:
Omitted INFO (Thoughts Anyone?)
Feral Ambush Melee ACTIONS
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 ACTION
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.
Beggar's Plea ACTION
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 CHA (Persuasion) +1
Languages
You can speak, read, and write Common and Draconic.
Any improvements to be made now guys?
Also, please share thoughts on my ACTIONS abilities? I need to word them better or get rid of things.....
Go ahead, I do not mind. In fact, I am honored. But when the full release comes out, I'll of course post it here, along with a new post.
I think the burrow speed for a small creature is WAY too much. You have to remember; an entire round is 6 seconds. You are saying that in say, one minute (10 Rounds) a Kobold would be able to dig 100 feet? Super OP. To put that in perspective, a backhoe can scoop up about 1 cubic yard per bucket (for most commercial sized normal backhoes) in about 10 seconds. That averages out to a 3ft-by-3ft hole. And your Kobold can do over triple that amount in half the time? Even a Move Earth cantrip can only move 5 cubic feet of dirt in 6 seconds.
Granted, a lot of creatures have a burrowing speed, but they are usually fairly large or strong monsters. I like the idea they can borrow, but it should be in a non-combat type situation where they can make tunnels faster than any other player. I like your ideas though, and the race sounds cool, but a lot of what you want to do is more of stuff that you might to just have someone pencil in on their character sheet because DnD Beyond is very limited on a lot of DnD rules.
Wait doesn’t burrowing only work on dirt or non compact ground? It doesn’t work on trees and stone, so it can’t circumnavigate through entire dungeons unless they were made out of mud.
Maybe it could share the same amount of uses with Small Distraction, where they can use the ability once a round to get that burrow speed or use Small Distraction. It compacts the feature so that people don’t have to manage multiple different times used and at-wills.
The BASE burrow speed is 30 ft. The "Burrower" feat. (Updated) grants an extra +15 ft.
So 45 ft when used. I'm aware that 1 round is 6 seconds DnD Real Time. So, what would you suggest to make it more balance WHILE still having Kobolds be THE BEST diggers of all races?
I think that's what I'm doing? Or that is the intention?
I imagine players would USE each round to dig
To answer both of you guys, I'd imagine Kobolds should dig ALOT in just a few moments than what others can achieve in a half hour or 1-2hours
It makes sense(?) to me, and adds a comedic roleplaying effect.
And as I said to a past user, You can only dig through basically soil. I cannot see people abusing it too much since the world of DnD, where Players will travel will most often than not, NOT have earthen soil.
For reference the badger has a burrow speed of 5ft. With a dash that's 10ft in 6 seconds.
Now that said, burrow speed is different from digging a usable tunnel. So instead of truly excavating a burrow speed indicates you're going like a madman through the earth for a quick tunnel, but it's collapsing behind you.
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Hey everyone, so I'm nearing the completion of the Kobold Homebrew. But can someone PLEASE tell me what they think of the ACTIONS related to the feats. above? I need to know if they don't make sense, too op, or clear up any confusions, or maybe word them differently.
I could use the advice...
I really want to publish this Homebrew soon...
Cutie Eyes should specify a Wisdom saving throw. Do not give them an extra Charisma bonus, it’s front loading a race stronger than the Thri-Kreen and the original pure blooded Yaun Ti.
Feral Ambush is useless, Stealth rules already give you its entire feature but better, just remove it to save space.
How long does Begger's Plea last? Cause by RAW, it just gives you a buff to your Persuasion FOREVER.
If you want the race to be balanced and not as bloated, maybe have Cutie Eyes be part of a origin feat specific to Kobolds?
Remember that a lot of monsters like digging holes to live in, but that doesn't mean they can do it faster than INDUSTRIAL MACHINERY. Dwarves dig mines, and they don't have a burrow speed. A better way to represent Kobold's aptitude for digging would be to simply give them advantage on ability checks made to dig.