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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