Homebrew Tinker Kobold Species Details
Tinker Kobolds specialize in using their creativity to their advantage, creating and laying traps to protect their dragon's horde. Like most kobolds, they are usually subordinate to greater dragonoids, and usually do not operate alone. They are not the best at fighting, however, they can be the most feared and notorious creatures in any cave system due to their traps and clever thinking.
It is not often that any kobold strays far from their cave or dungeon, much less alone to take up adventuring. But when they do, they are undeniably a great asset to their party, keeping them safe when they make camp, providing much-needed support in combat, and it is not uncommon for Tinker Kobolds to refine their intelligence into great magic.
Tinker Kobold Traits
Your kobold character has the following racial traits.Nimble Escape
You can take the Disengage or Hide action as a bonus action on each of your turns.
Master Trapper
You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 10 minutes and any materials on hand to construct a simple trap. The device ceases to function after 24 hours (unless you spend 10 minutes repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.
When you create a trap, choose one of the following options:
Hunting Trap. (Requires 5gp of scrap metal.) When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.
Bell Alarm. (Requires a bell and some rope or string.) A creature must make a DC 13 Perception check to notice this trap. If not disarmed, a creature passing through its space trips the string and causes the bell to ring, acting as an alarm to alert others of their presence.
Caltrops. (Requires 1gp of scrap metal.) You can make 20 caltrops. As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save.
Ability Score Increase
Your Intelligence score increases by 2, and your Dexterity score increases by 1.
Age
Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so.
Alignment
Kobolds are fundamentally selfish, making them evil, but their reliance on the strength of their group makes them trend toward law.
Size
Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small.
Speed
Your base walking speed is 25 feet.
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.
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.
Languages
You can speak, read, and write Common and Draconic.
Previous Versions
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3/10/2018 7:45:26 AM
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1.0
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Coming Soon
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