Can someone point me to where the Kobold race/tool set is? Brand new on the site, figured I'd recreate my Kobold Monk named Zuul. Can't find anything Kobold related, not even in the Monster Manual (Where I'd buy it if it was an option). Don't want a sorcerer, want the straight base Kobold to create a character from.
Do you own it on the site? physical books and digital books from other sites don't count here (this is a separate company from Wizards of the Coast, the publisher of D&D).
If you have access to the complete text it's relatively easy to homebrew one for your personal/campaign use (don't publish) if you don't want to have to pay for it again.
Alternatively, if you already own the book or otherwise have access to a complete copy of the race, you can take the time to homebrew an identical version for your own use.
I own a physical book of Volo's Guide, and there is no Kobold player race. I am seeing posts all over online saying it is there. Is there more than one version of the official Volo's Guide to Monsters?
There's only one version of Volo's Guide to Monsters, and it includes the Kobold race. It's under the Monstrous Adventurers section. I have the print copy and can verify it's definitely there.
That said, however, Volo's Guide and Mordenkainen's Tome of Foes have been discontinued and marked Legacy content. You can't buy it on D&D Beyond any more. All of the races in them were redesigned and reprinted in Mordenkainen's Monsters of the Multiverse. The lore has not been reprinted in any other book.
Thanks AtlanticRim. I see it now. I know it is legacy, but I'm still using it. Seems odd to just call a mulligan on two books like that in the current edition. The majority opinion seems to be that Volo and Tome of Foes are better books than Monsters of the Multiverse. But then, I still use SCAG too even though I have Tasha and Xanathar.
Thanks AtlanticRim. I see it now. I know it is legacy, but I'm still using it. Seems odd to just call a mulligan on two books like that in the current edition. The majority opinion seems to be that Volo and Tome of Foes are better books than Monsters of the Multiverse. But then, I still use SCAG too even though I have Tasha and Xanathar.
The biggest difference is that Volo's doesn't fully balance the "Monstrous Adventurers"... Some have exploits that make them far more powerful than other playable races, and others have weird weaknesses... like how the Volo's version of the Kobold has Sunlight Sensitivity and Pack Tactics, because those are features of the non-playable Kobold race. Depending on how you play them... the sunlight Sensitivity might make your character painfully underpowered in most situations, or alternatively, depending on where your adventure is primarily set, suddenly your Pack Tactics is giving you free advantage on practically all your attack rolls forever. The Multiverse version is more in line with other playable races, even if it does suddenly make them not have the same physical traits of the NPC Kobold monsters.
Some have exploits that make them far more powerful than other playable races, and others have weird weaknesses... like how the Volo's version of the Kobold has Sunlight Sensitivity and Pack Tactics, because those are features of the non-playable Kobold race. Depending on how you play them... the sunlight Sensitivity might make your character painfully underpowered in most situations, or alternatively, depending on where your adventure is primarily set, suddenly your Pack Tactics is giving you free advantage on practically all your attack rolls forever.
I can't think of a single scenario where almost every attack is suitable for Pack Tactics! It's only good for those enemies who are in melee range of allies. And some DMs call that melee only. (Mine really despised it initially, despite the fact that our barbarian did 7x my damage each turn.) And that's another point: being a little kobold, you can't bear the kind of weapons that do the damage you need. A dozen kobolds with Pack Tactics on your team is a superpower, rest assured... but one is just a snipe. who can usually hit for tiny damage, to help chip away at the BBEG.
Some have exploits that make them far more powerful than other playable races, and others have weird weaknesses... like how the Volo's version of the Kobold has Sunlight Sensitivity and Pack Tactics, because those are features of the non-playable Kobold race. Depending on how you play them... the sunlight Sensitivity might make your character painfully underpowered in most situations, or alternatively, depending on where your adventure is primarily set, suddenly your Pack Tactics is giving you free advantage on practically all your attack rolls forever.
I can't think of a single scenario where almost every attack is suitable for Pack Tactics! It's only good for those enemies who are in melee range of allies. And some DMs call that melee only. (Mine really despised it initially, despite the fact that our barbarian did 7x my damage each turn.) And that's another point: being a little kobold, you can't bear the kind of weapons that do the damage you need. A dozen kobolds with Pack Tactics on your team is a superpower, rest assured... but one is just a snipe. who can usually hit for tiny damage, to help chip away at the BBEG.
Oh, sure, it's difficult to fully take advantage of, but it's still a feature that 100% would not have gotten through at all if the priority was balancing them against existing player races, instead of just a feature that's intended to keep NPC kobolds from being complete jokes in combat. It can do a lot for Rogues, Paladins... anything that can take on extra damage to their attack rolls beyond just weapon damage. Keep in mind that it also applies to spells, which makes it even harder to predict.
On the other hand, I also think that the other Kobold features are more likely to be a problem for WOTC. Sunlight Sensitivity is an obvious one... a race that just has blanket disadvantage on all attacks in sunlight is a problem, and basically needs pack tactics just to keep up with friends. I think the bigger problem they'd have these days is the "Grovel, Cower, and Beg" feature, which I think is perfectly fine, mechanically, but the flavor of the entire race being cowards who are so pathetic they can reliably distract enemies with it would never get written into the game today.
Can someone point me to where the Kobold race/tool set is? Brand new on the site, figured I'd recreate my Kobold Monk named Zuul. Can't find anything Kobold related, not even in the Monster Manual (Where I'd buy it if it was an option). Don't want a sorcerer, want the straight base Kobold to create a character from.
The kobold PC race is found in Volo's Guide to Monsters under the Races section.
Find my D&D Beyond articles here
I own volos guide and can't can't find the kobald as a playable race, I only see the kobald variant under the dragon folk?
Do you own it on the site? physical books and digital books from other sites don't count here (this is a separate company from Wizards of the Coast, the publisher of D&D).
If you have access to the complete text it's relatively easy to homebrew one for your personal/campaign use (don't publish) if you don't want to have to pay for it again.
I own it on DND beyond, that's the odd part...
Do you have the complete version or the compendium version? the only difference is the compendium doesn't include the character creation stuff.
Yes I do, all other volo races I can choose normally
Let me get this straight:
In order to build a kobold character on D&D Beyond, I would have to repurchase the book I already own (VGtM)?
Now... would that 100% allow me to create a kobold PC, or does that not work?
You can purchase just the Kobold race if you want, rather than the whole book!
(See Davyd's post above)
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Alternatively, if you already own the book or otherwise have access to a complete copy of the race, you can take the time to homebrew an identical version for your own use.
Thanks, Stormknight and Lunali, I figured it out and have been enjoying it!
I own a physical book of Volo's Guide, and there is no Kobold player race. I am seeing posts all over online saying it is there. Is there more than one version of the official Volo's Guide to Monsters?
There's only one version of Volo's Guide to Monsters, and it includes the Kobold race. It's under the Monstrous Adventurers section. I have the print copy and can verify it's definitely there.
That said, however, Volo's Guide and Mordenkainen's Tome of Foes have been discontinued and marked Legacy content. You can't buy it on D&D Beyond any more. All of the races in them were redesigned and reprinted in Mordenkainen's Monsters of the Multiverse. The lore has not been reprinted in any other book.
Thanks AtlanticRim. I see it now. I know it is legacy, but I'm still using it. Seems odd to just call a mulligan on two books like that in the current edition. The majority opinion seems to be that Volo and Tome of Foes are better books than Monsters of the Multiverse. But then, I still use SCAG too even though I have Tasha and Xanathar.
The biggest difference is that Volo's doesn't fully balance the "Monstrous Adventurers"... Some have exploits that make them far more powerful than other playable races, and others have weird weaknesses... like how the Volo's version of the Kobold has Sunlight Sensitivity and Pack Tactics, because those are features of the non-playable Kobold race. Depending on how you play them... the sunlight Sensitivity might make your character painfully underpowered in most situations, or alternatively, depending on where your adventure is primarily set, suddenly your Pack Tactics is giving you free advantage on practically all your attack rolls forever. The Multiverse version is more in line with other playable races, even if it does suddenly make them not have the same physical traits of the NPC Kobold monsters.
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Ah, it's a Legacy now. No wonder I haven't been able to find it
I can't think of a single scenario where almost every attack is suitable for Pack Tactics! It's only good for those enemies who are in melee range of allies. And some DMs call that melee only. (Mine really despised it initially, despite the fact that our barbarian did 7x my damage each turn.) And that's another point: being a little kobold, you can't bear the kind of weapons that do the damage you need. A dozen kobolds with Pack Tactics on your team is a superpower, rest assured... but one is just a snipe. who can usually hit for tiny damage, to help chip away at the BBEG.
Oh, sure, it's difficult to fully take advantage of, but it's still a feature that 100% would not have gotten through at all if the priority was balancing them against existing player races, instead of just a feature that's intended to keep NPC kobolds from being complete jokes in combat. It can do a lot for Rogues, Paladins... anything that can take on extra damage to their attack rolls beyond just weapon damage. Keep in mind that it also applies to spells, which makes it even harder to predict.
On the other hand, I also think that the other Kobold features are more likely to be a problem for WOTC. Sunlight Sensitivity is an obvious one... a race that just has blanket disadvantage on all attacks in sunlight is a problem, and basically needs pack tactics just to keep up with friends. I think the bigger problem they'd have these days is the "Grovel, Cower, and Beg" feature, which I think is perfectly fine, mechanically, but the flavor of the entire race being cowards who are so pathetic they can reliably distract enemies with it would never get written into the game today.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
Yup. As other have said, you can still find it (updated) in Monsters of the Multiverse.
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