Homebrew Arthicani Kobold Species Details

There we saw it. A large, underground fortress filled to the brim with too many kobolds all rushing to their battle-stations. And then we saw the canons. They erupted with the sound of thunder, hurling masses of fire towards our troops. And their cavalry, a genius design, yet all the more horrifying as our soldier turned to stone. Blind kobolds drove the basilisks, their ears constantly sensing the small differences in heartbeats and charging through our frontline as if they had no fear. Their king made his appearance upon a large drake, pointing his banner at what remained of our army. 

"FIRE!" 
And with that single command, the musketeers alongside him aimed their muskets, unloading their rounds into our skulls. What remained of our soldiers after that retreated. And no one foolishly dared assault The Great City of Kalak ever again.

- General Markus' Impregnable Fortresses, 

Arthicani Kobolds are a unique race, being one of the three great draconic races. An extremely adaptable race descended from dragons, one should not misinterpret their small size for weakness. The more the merrier, and even a single kobold can cause a hassle one on one. They can easily match the talents of the Imperial dragonborn and lizardfolk of Long-Xin, as well as the Y'llaen dragonborn and lizardfolk. Most Arthicani kobolds originate from either Mount Kodiak, a mountainous set of islands a good distance from the Eastern Coast of Gallorach; The Temple of the Dragon, located in The Zodiac Ring, a ring of twelve volcanoes with a lush valley inbetween them; or The Great City of Kalak, an underground city in the center of the Y'llaen Isles. 

Arthicani Kobold Traits

The draconic heritage of Arthicani Kobolds manifest in unique ways.

Ability Score Increase

Your Dexterity increases by 2, and Wisdom by 1.

Languages

You know Common and Draconic.

Lineage of Ages Gone By

Your draconic blood awakens a hidden lineage. Based on your chosen lineage, you gain features at levels 3, 7, and 12. 

Whitescale Lineage

Your blood comes from that of a savage white dragon. You gain resistance to cold damage at level three.
At level seven, you can cast Ray of Frost using strength as your modifier.
At level twelve, you can brandish your weapons with your blood as a bonus action, taking damage equal to an amount of d4s times your level. For one hour, you deal an additional d6 of cold damage when you hit, and your target's movement speed is decreased by 10 till your next turn. You can do this an amount of times equal to your proficiency bonus. 

Bluescale Lineage

Your share blood with a cunning blue dragon ancestor. You gain resistance to lightning damage at level three.
At level seven, you can cast Shocking Grasp at a range of thirty feet using intelligence as your modifier. 
At level twelve, you can charge yourself with lightning for an hour as a bonus action, allowing you to deal lightning damage to creatures when you cast a spell. When casting a spell, you can deal an amount of d6s equal to the spell level. You use the spell's range for the range of this damage. Additionally, you can forsake this additional damage to change your spell's damage type to lightning. You can use this an amount of times equal to your proficiency bonus, and when this trait ends, you take one level of exhaustion.  

Greenscale Lineage

Your bloodline can be traced to a primal green dragon. You gain resistance to poison damage at level three.
At level seven, you can cast Poison Spray up to a range of 30ft using constitution as your modifier.
At level twelve, you can brandish your weapons with your blood as a bonus action, taking damage equal to an amount of d6s times your level. For one hour, you deal an additional d8 of poison damage when you hit, and your target must make a constitution save equal to 8 + your proficiency bonus + your constitution modifier. If they fail, they are poisoned for two rounds.  You can do this an amount of times equal to your proficiency bonus. 

Blackscale Lineage

You share blood with a horrific black dragon. You gain a flight speed of 60ft.
At level seven, you can cast Acid Splash using charisma as your modifier.
At level twelve, you can shield yourself in a bubble acid. As a reaction, when you're hit with an attack, you can conjure a bubble of acid to shield you. This shield is transparent, and tinted green. You gain +4 AC for three rounds, and your attacks deal an additional 4d6 acid damage. When an attack bypasses your shield, or when the duration ends, the shield explodes, with you and everything within a 20ft radius making a dexterity saving throw of 8 + constitution modifier + proficiency bonus. On a failed save, the creature/object takes 8d6 acid damage. On a successful save, they take half as much. You can direct the acid to one location within 30ft, taking 6d6 acid damage from doing this. All everything within 20ft of the point you've directed the acid to makes a constitution saving throw, taking 8d8 acid damage on a failed save, and half as much on a successful save.  

Redscale Lineage

You are descended from the proud and terrifying red dragons. You gain resistance to fire damage at level three, and gain a flight speed of 45ft.
At level seven, you can cast Firebolt using charisma as your modifier.
At level twelve, you can unleash a terrifying roar. Each creature within 15ft of you makes a charisma save equal to 8 + charisma modifier + proficiency bonus. If you are proficient in intimidation, you can impose disadvantage on the save. On a successful save, the creature is pushed back 10ft and takes 4d6 thunder damage. On a failed save, the creature itself is frightened, pushed back by 10ft, and takes 4d8 thunder damage, and along with all creatures within 10ft of it, takes 3d8 fire damage. 

Enhanced Vision

You gain darkvision up to 120ft. You have advantage on perception checks made in the dark.

Sharp Gifts

Your unarmed strikes deal 1d6 slashing dmg plus your strength modifier. Your draconic gifts allowing you to be more vicious with your unarmed attacks.

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