Homebrew Normal Kobold Species Details

Kobolds are weak, craven, and seethe with a festering resentment for the rest of the world, especially members of races that seem stronger, smarter, or superior to them in any way. They proudly claim kinship to dragons, but beneath all the bluster, the comparison to their glorious cousins leaves kobolds with a profound sense of inadequacy. Though they are hardworking, clever, and blessed with a natural talent for mechanical devices and mining, they spend their days nursing grudges and hatreds instead of celebrating their own gifts. Kobold tactics specialize in traps and ambushes, but kobolds enjoy anything that allows them to harm others without putting themselves at risk. Often, they seek to capture rather than to kill, taking out their frustrations on the helpless victims they drag back to their claustrophobic lairs.

Normal Kobold Traits

A little reptilian race with a strong social structure that stresses devotion to the tribe.

Age

Although not very common, Kobolds can live a long life span of 100-120 years. They mature at a fast pace, being one of the grown ups at only 7 years old.

Dexterity Increase

Your Dexterity Score goes up by 2.

Survival instincts

Because of their survival instincts, they can use as a bonus action to attack with their claws, doing 4 (2d4) slashing damage.

Darkvision

You can see up to 60 feet in dim light, as if it were bright light. You can see in darkness up to 60 feet as if it were dim light.

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.

Draconic Ancestry

At 3rd Level, Because of your Draconic relation to Dragons you gain a breath weapon, it’s a special breath weapon.

 You can use your action to exhale destructive energy.The size is 5 by 40ft, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 6+ your Constitution modifier + your proficiency bonus. A creature takes 3d6 damage on a failed save, and half as much damage on a successful one.

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