Homebrew Drineer Species Details

 

In the depths of the Underdark, the sprawling empire of the Drineer grows as the rat like humanoids seek dominion over the world. They are quick, spirited and cunning individuals, not neccessarily bent to an evil mindset but incentivised by their society. They are fast and well adjusted to the dark and the underground, able to scurry and avoid lethal blows with instinctive reflex.

It is rumoured they were not of natural design and were instead an unleashed experiment but regardless of the answer, they are very much here to stay, thanks to their rampant breeding.

Creating Your Character

At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.

Ability Score Increases

When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.

Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The player's handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Creature Type

Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race tells you what your character’s creature type is.

Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.

Life Span

The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the race’s description.

Height and Weight

Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player's Handbook, and choose the row in the table that best represents the build you imagine for your character.

Drineer Traits

As a kobold, you have the following racial traits.

Creature Type

You are a Humanoid.

Size

You are Medium or Small.

Speed

Your walking speed is 30 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 discern colors in that darkness only as shades of gray.

Slippery

Opportunity attacks against you have disadvantage. In addition, you can move through the space of any creature that is of a size equal to or larger than yours.

Drineer Legacy

The Drineer's prowess of sneakery, foul magic and skill with edged weapons is legendary and are the three main virtues of their society. Each member tends to specialise in one or the other. Choose one:

Sneakiness. You have proficiency in one of the following skills of your choice: Stealth, Acrobatics, Deception, Sleight of Hand, or [skill]Investigation/skill].

King's Breed. You know one cantrip of your choice from the sorcerer spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for that cantrip (choose when you select this race).

Backstabbin'. When you damage a creature with an attack or a spell attack you may have that attack or spell attack do extra damage equal to your proficiency bonus if you have advantage on the roll or if another enemy of the target is within 5 ft of it and you don't have disadvantage on the roll. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.

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