Homebrew Kobold Inventor Species Details
A kobold inventor, crafty and with quick hands, builds improvised weapons in the hope of gaining some new advantage in combat. An inventor captures bugs, scoops up exotic dungeon slimes, and claims the best stolen goods as ingredients in its experiments. Its creations are sometimes comical in appearance, but- like kobolds' traps- they work a lot better than their materials would suggest.
Good While They Last. An inventor's new weapons last for only one or two attacks before they break, but might be surprisingly effective in the meantime. Most inventors are skilled enough that their improvised weapons don't backfire on them, but other users might not be so lucky. The weapons don't have to be lethal-in many cases one serves its purpose if it distracts, scares, or confuses a creature long enough for other kobolds to kill the enemy. In any particular encounter, an inventor usually has one or two improvised weapons at its disposal.
Kobold Inventor Traits
Your kobold character has the following racial traits.Ability Score Increase
Your Dexterity score increases by 2, your Intelligence increases by 1, and your Strength score is reduced by 2.
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 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 can't discern color in darkness, only shades of gray.
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.
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.
Sunlisht 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
You can speak, read, and write Common and Draconic.
Weapon invention
When you finish a long rest you can spend an action to create one of these:
1. Acid. The kobold hurls a flask of acid. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 2d6 acid damage.
2. Alchemist's Fire. The kobold throws a flask of alchemist's fire. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 1d4 fire damage at the start of each of the target's turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
3. Scorpion on a Stick. The kobold makes a melee attack with a scorpion tied to the end of a 5-foot-long pole. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 1d8 poison damage on a failed save, or half as much damage on a successful one.
4. Wasp Nest in a Bag. The kobold throws a small bag into a 5-foot-square space within 20 feet ofit. A swarm of insects (wasps) with 11 hit points emerges from the bag and rolls initiative. At the end of each of the swarm's turns, there's a 50 percent chance that the swarm disperses.
Inventor proficiencies
You gain proficiency in two artisan tools of your choice.
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Posted Mar 19, 2021Hi there. I’m glad to see I’m not the only one who thought of providing the Kobold with a sub-race like this. When I read up on this in Volo’s Guide to Monsters, I was very interested in how this concept could be played out. And from what it seems, your choice of racial features is almost identical to mine. A +1 to intelligence, some artisan’s tool proficiencies, and of course the weapon invention feature itself. However, if I may make a suggestion on phrasing some of these weapon descriptions. Here’s what I had in mind:
Acid: As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, adding your proficiency bonus to the attack roll. On a hit, the target takes 2d6 acid damage.
Alchemist’s Fire: This sticky, adhesive fluid ignites when exposed to air. As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw the flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, adding your proficiency bonus to the attack roll. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
Scorpion on a Stick: A melee weapon consisting of a 5 foot pole with a scorpion attached to it. You are considered proficient with this weapon, and can add either your Strength or Dexterity modifier to attack rolls with this weapon. On a hit, the enemy takes 1 piercing damage and must make a Consitution saving throw, taking 1d8 poison damage on a failed save, or half as much on a successful one. The DC equals 8 + your proficiency bonus + your Intelligence modifier.
This is mainly to make sure this feature scales properly for later levels. I’m also quite curious as to why you left out the Basket of Centipedes as an option for Weapon Inventions. I can understand removing the Pots of Green Slime and Rot Grubs, but from what it seems, the Basket doesn’t seem like too much of a problem, balancing-wise. Especially since you’re still able to craft a Bag of Wasps, which is nearly the same, just with wasps instead of centipedes.
In any case, I’d be delighted to use this stat block at some point if you’re okay with that.