Homebrew Gecko Kobold Variant Species Details

The variant of the kobold was formed from blood, trust and trade.

In the mountainous forests of which not yet named, there were two colonies, the Geckofolk and the Kobolds. The Kobolds had once been slaves of a great ruler but after they over through their past leader they ran away and made a whole new colony. They just so happened to be just next to another colony which was the Geckofolk kind. They had a lot of issues with the Kobolds as they sometimes went on each others land. They fought many fights for the land and had many arguments which led to a three year war which (when the war ended) made the commanders of the colonies decide to make a peace treaty. Even after the peace treaty their was still fights on the streets as a lot of Kobolds invaded the Geckofolk's land and robbed their people. A few months after this the leaders of the colonies decided to make a trade route together and join up to make the armies better.

Due to all this more Kobolds met with Geckofolk. After a long time the Gecko variant of Kobolds had became a slightly normal thing in the new nations. The new gecko variant is able to climb up walls way quicker then normal Kobolds. They are slightly skinnier then normal Geckofolk, more like Kobolds, as they can climb into small spaces and can dodge easier. They have all the other traits of Kobolds.

Gecko Kobold Variant Traits

Gecko Kobold Variants are quite a rare variant and quite different then Geckofolk as gecko folk are more like goblins due to their height where as gecko variants are way smaller and are better for jobs that might need to go through small areas.

Ability Score Increase

  • Ability Score Increase. Your Dexterity score increases by 2.

Size

  • Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small.

Speed

  • Speed. Your base walking speed is 30 feet

Darkvision.

  • 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.

Grovel, Cower, and Beg.

  • Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

Toe-pad climb

Can stick to any wall and won't be effected by gravity. They move the same speed as they are when not climbing.

Pack Tactics.

  • Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Sunlight Sensitivity.

  • Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

 

Languages.

  • Languages. You can speak, read, and write Common and Draconic.

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