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Ralcos
2014-09-12, 03:59 PM
Well, I love Kobolds, and I'd want to play one in 5e.
Here's my version.


http://img3.wikia.nocookie.net/__cb20081014080210/forgottenrealms/images/5/5c/4e_kobolds.jpg


Kobold Traits
Ability Score Increase. Your Dexterity score increases by 2.
Age. Kobolds have a rather long lifespan, becoming adults at 12 years of age. No one really knows how long lived a Kobold can be, with the recorded lifespan of about two centuries.
Alignment. Most Kobolds are Lawful, though they have a slight inclination to either good or evil based on which type of dragon they worship. Chromatic Kobolds are usually evil, while Metallic Kobolds are the opposite.
Size. Kobolds stand 4 feet tall at adulthood, and weigh about 40 pounds. Your size is Small.
Speed. Kobolds have a base walking speed is 30 feet. They are known to be quick and agile.
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it was bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.
Trap Affinity. You are proficient with Traps and the Trapmaking Kit. In addition, you have advantage on all saving throws made against traps.
Shifty If a melee attack misses you, you can immediately move 5 feet in any direction that isn't blocked as a reaction. This movement does not provoke opportunity attacks.
Languages. You can speak, read, and write Common and Draconic.
Subraces. Kobolds have two subraces. Wildborn Kobold and Dragon-Servant Kobold. Choose one subrace.



Wildborn Kobold
These kobolds follow the totems of dragons; primal representations of the god-like beings that they are inspired by.
Ability Score Increase. Your Constitution score increases by 1.
Guerrilla Warfare Training You gain advantage to Dexterity (Stealth) checks when in forested areas and terrain (such as brush, trees, bushes, etc). Also, you deal an extra d6 worth of damage when you have advantage against an enemy.
Natural Claws You have a natural claw attack that you are proficient in. This deals 1d4 slashing damage, and is considered a finesse weapon with the light keyword. These claws cannot be disarmed in any form (except for the obvious severing of the arms).


Dragon-Servant Kobold
These Kobolds worship the living dragons, followers of their every word, or even seeing rejection by a draconic patron as a test of faith.
Ability Score Increase. Your Charisma score increases by 1.
Dragon's Knowledge You are proficient in the Arcana skill.
Draconic Magic. You know the Prestidigitation cantrip. When you reach 3rd level, you can cast the Burning Hands spell once per day. When you reach 5th level, you can cast the Melf's Acid Arrow spell once per day. Charisma is the casting ability for these spells.



Deep Kobold
These Kobolds live within the Underdark, survivors that work together to live within the gruesome underground catacombs.
Ability Score Increase. Your Wisdom score increases by 1.
Superior Darkvision. Your Darkvision's radius increases to 120 feet.
Light Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive in direct sunlight.
Pack Tactics. Like a wolf, you work better in groups. During an encounter, you can activate this ability; gaining advantage to melee attacks against one enemy that has an ally adjacent to it, OR if you have an ally adjacent to you. This ability lasts until the end of your next round, and you cannot use this ability again until you take a Short Rest.


Urd
Urds are distant relatives of kobolds, with the power of flight, due to a pair of bat-like wings.
Ability Score Increase. Your Constitution score increases by 1.
Little Wings. You gain the ability to glide 20 feet for every 5 feet of falling, taking 1/2 damage from any distance fallen. At 5th level, those wings are more sturdy, allowing for a softer landing and taking no damage from any distance fallen. At 10th level, those wings grant the ability to fly at a base speed of 25 feet, though you need to fly at least 10 feet or make a DC 16 Strength save to not fall. At 15th level, the fly speed increases to 40 feet.



Elemental Kobolds
The Elemental Kobolds are scattered around the elemental planes, worshipping the "Elemental Dragons". Whether their patrons exist or not is up to debate.
Ability Score Increase. One ability score increases by 1, based on the Kobold's elemental affinity (see below).
Elemental Affinity. As an Elemental Kobold, you were born and raised in the elemental planes. Choose one Element. You gain all bonuses associated with being a Kobold of that element. Once chosen, you cannot change it.

Fire Kobold; +1 Dexterity; Resistance to Fire; 1/Long Rest ability to add 1d6 fire damage to your next attack.
Water Kobold; +1 Strength; Swim Speed of 35 feet; Can breath in water as well as in air; No penalties for underwater combat.
Earth Kobold; +1 Constitution; Resistance to Poison Damage; Advantage on Saving Throws against Paralysis effects.
Air Kobold; +1 Dexterity; Can Wind Walk as a Bonus Action.




Note: Small-sized characters cannot wield weapons with the "heavy" keyword.

FEATS
Requirements: Must be a Kobold


Draconic Ancestry
You have draconic ancestry, as far as you can tell. Choose one type of dragon from the Draconic Ancestry table (PHB pg. 34). You gain resistance to the energy type based on your choice of dragon.

Dragonwrought
Your Constitution or Wisdom score increases by 1, to a maximum of 20.
Also, you gain a Breath Weapon attack. See PHB pg. 34.

Improved Claws
Requires you to be a Wildborn Kobold
Your Strength score increases by 1, with a maximum of 20.
In addition, your claw's damage increases to 1d8

More to come, hopefully.



Trapmaking Kit
Filled with different tools to make all kinds of different traps (such as two coils of tripwire, pikes, rope, etc.)

More Kobold Equipment to come, hopefully.


So, what do you think?

Dyhmas
2014-09-12, 05:00 PM
...and from this day forward, kobold sorcerers were, once again, a thing.

Now, more seriously, thanks a lot for this. Was working ona Kobold race of my own (had barely started tho).
Got nitpicks, if you don't mind:

-first, why the choice in attribute bonus? don't you think that would fit more in a subrace? I know kobolds have a lot of subraces but, perhaps, if you either boiled them into two like Wild Born (them good old kobold in tribes/Constitution) or Dragon Servant (self explanatory much?/Charisma) it could look cooler, eh?

-second, how about putting some notes on rules for small characters? I know that people with the book can check that for themselves but it would look pretty neat there, inside a spoilered box.Also, it'd make checking the race easier for people who do so at work, when they don't have their books with them. (like me! \o/)

-As it stands, the race seems slightly lacking, as in the fact it seems somewhat weaker than the other core races. That could be just me, but another mild race feature (perhaps tied to the mentioned subraces? :smallwink:) or some "fluff" bonus (like 3.5 dwarf's bonus with stone stuff) could give it more character.

That's all I can think of. Other than that, it's good to go!

Keep up the good work!

-Dyhmas

Ralcos
2014-09-12, 05:04 PM
Will Make the subraces, now.
Thanks for the ideas!

Ralcos
2014-09-12, 05:32 PM
Updated. Now with Totems!

Dyhmas
2014-09-12, 05:47 PM
Firstly, I'm flattered by the fact that you used the subraces I mentioned.

Having said that, in the Dragon Servant subrace, giving another energy resistance, on top of the on the one already given by draconic ancestry, is too much. I'd go as far as say that, should you remove that extra resistance, it'll still be a strong subraces, since the spells you've given them are handy enough.

Also, I don't quite understand the Totem Weapon thing...is that something already in the PHB? If not, could you elaborate a bit more? Maybe in a different section? Another idea would be to give the Wild Born kobolds natural claw weapons, instead of that bonus with totem weapons, as that also fits the more primitive vibe they'd give. How about that?

Keep up with the good work!

-Dyhmas

Ralcos
2014-09-12, 05:54 PM
What do you think of the feats?
Also, Updated and removed the odd totem mechanic.

Ralcos
2014-09-12, 06:30 PM
Updated (Sorry for the multipost!)
Switched Shifty to be a base racial trait, and Draconic Ancestry to be a Feat.

cobaltstarfire
2014-09-12, 06:45 PM
I like what you're doing though. (I love kobolds)

Some critiques, Kobolds in 5e don't have natural armor, and you may want to consider having a third race for the basic kobold with darkvision, sunlight sensitivity, and pack tactics?

Ralcos
2014-09-12, 06:47 PM
I like what you're doing though. (I love kobolds)

Some critiques, Kobolds in 5e don't have natural armor, and you may want to consider having a third race for the basic kobold with darkvision, sunlight sensitivity, and pack tactics?

Okay, I'll do that. Remove the Natural Armor, right?
Also, I'll call that subrace "Deep Kobolds". :smallcool:


Also, Updated.

dragoonsgone
2014-09-12, 11:31 PM
I would like to see a feat to improve your claws. Some proficency skill or weapon bonus for the dragon subrace would be cool too.

Very well thought out though and I like it.

Ralcos
2014-09-13, 10:10 AM
Updated.
This has gotten pretty popular! Thanks for the advice.

xyianth
2014-09-13, 12:58 PM
I just wanted to point out that as written, the Shifty movement might provoke Opportunity Attacks. I don't know if that is intentional or not. (Would Shifty use a reaction, or is it automatic? Either way it could still count as 'your movement' and provoke.) If it provokes, you could end up taking more damage by moving than simply not using it.

All in all, I like it. I am now having ideas of a dragon-servant kobold Dragonfire Adept (http://www.giantitp.com/forums/showthread.php?369033-Homebrew-Dragonfire-Adept-for-5e-PEACH) and that is awesome.

Ralcos
2014-09-13, 03:00 PM
I just wanted to point out that as written, the Shifty movement might provoke Opportunity Attacks. I don't know if that is intentional or not. (Would Shifty use a reaction, or is it automatic? Either way it could still count as 'your movement' and provoke.) If it provokes, you could end up taking more damage by moving than simply not using it.

All in all, I like it. I am now having ideas of a dragon-servant kobold Dragonfire Adept (http://www.giantitp.com/forums/showthread.php?369033-Homebrew-Dragonfire-Adept-for-5e-PEACH) and that is awesome.

It's a reaction, and I didn't want it to provoke.
Is that too powerful?

Anywho, Updated Shifty to be a reaction yet not provoke opportunity attacks.

xyianth
2014-09-13, 05:47 PM
It's a reaction, and I didn't want it to provoke.
Is that too powerful?

Anywho, Updated Shifty to be a reaction yet not provoke opportunity attacks.

I think that is a good, balanced ability. I thought it was a little weak if it provoked, and using a reaction limits it to 1/round and has the opportunity cost of not performing other reactions.

Nice work.

rlc
2014-09-15, 05:32 PM
are there feats that only work with a certain race/class in this edition?

Ralcos
2014-09-15, 10:04 PM
are there feats that only work with a certain race/class in this edition?

Not in the core book, but I wanted to make choosing those feats more interesting (since choosing feats are more optional).

cavalieredraghi
2014-10-14, 09:31 PM
Have you considered a third sub race since a variant also appear to have wings in the MM of 5E along with what appears a constitution increase of +1.

Ralcos
2014-10-15, 11:06 AM
Have you considered a third sub race since a variant also appear to have wings in the MM of 5E along with what appears a constitution increase of +1.

They brought back the Urds? Cool!
Anyhow, I'll look into making that subrace.

Ralcos
2014-10-15, 11:13 AM
Updated the Kobold

New Subrace Added: Urd.

Thunderfist12
2014-10-16, 03:01 PM
Awesome. Awesome, awesome, awesome, awesome, awesome.

However. I think that, since the kobold's tactic in 3.5 was trap-setting, perhaps there should be some kind of subrace with an affinity for ambush fighting and trap-making? I don't know. It's just that, when I saw the stats, I said "What? No traps?", and I wanted to see if it is or would be part of the stats.

Besides that, they're kobolds. And that's pretty awesome.

Ralcos
2014-10-16, 06:59 PM
Awesome. Awesome, awesome, awesome, awesome, awesome.

However. I think that, since the kobold's tactic in 3.5 was trap-setting, perhaps there should be some kind of subrace with an affinity for ambush fighting and trap-making? I don't know. It's just that, when I saw the stats, I said "What? No traps?", and I wanted to see if it is or would be part of the stats.

Besides that, they're kobolds. And that's pretty awesome.

Thanks! :smallsmile:
Updated!

Thunderfist12
2014-10-17, 02:58 PM
Trap Affinity. You are proficient with Traps and the Trapmaking Kit. In addition, you have advantage on all saving throws made against traps.


Thanks, man.

I may use this for my next character, actually. I would have before if I didn't already roll up a dragonborn...

Thomar_of_Uointer
2014-10-18, 04:57 PM
Pack tactics is horribly overpowered. Why not give them a dwarf trait like stonecunning instead?

AgentPaper
2014-10-18, 07:33 PM
I think Improved Claws could do with a bit of, well improvement. As it is right now, it's comparable to the Dual Wield feat, in that it lets you use dual wield weapons that do 1d8 damage, and solves the issue of needing to draw two weapons, but it doesn't have anything to compare to the +1 AC that Dual Wield gives. As things are now, there's no mechanical reason to take Improved Claws over Dual Wield, and while there's certainly flavor reasons, I think you could easily put in something to make them more evenly matched, whether it's the same +1 AC, or perhaps a +1 to strength or dexterity, since you're essentially improving your body.

Ralcos
2014-10-19, 11:17 AM
Updated the Improved Claws feat.
Added a Kobold Equipment section.
Balanced the Deep Kobold Pack Tactics feature.

Thomar_of_Uointer
2014-10-19, 01:15 PM
Pack Tactics. Like a wolf, you work better in groups. You gain a +2 bonus on a melee attack roll when an ally is either adjacent to you or adjacent to your enemy.

Still very powerful. This is comparable to getting to add a maneuver die to hit whenever you're flanking. It also goes against 5e's philosophies about bonuses.

I would go back to making it grant advantage, but only once per short rest.

Ralcos
2014-10-19, 01:20 PM
Still very powerful. This is comparable to getting to add a maneuver die to hit whenever you're flanking. It also goes against 5e's philosophies about bonuses.

I would go back to making it grant advantage, but only once per short rest.

Interesting. But, why should this be a once per long rest ability?

cavalieredraghi
2014-10-19, 02:12 PM
Interesting. But, why should this be a once per long rest ability?

Ralcos he said short rest not long rest, which means it could be used once every fight.

Ralcos
2014-10-19, 02:14 PM
Ralcos he said short rest not long rest, which means it could be used once every fight.

OH. Okay.

UPDATED: Deep Kobold Wolf Tactics is now an ability used per Short Rest, granting advantage to melee attack rolls in certain situations.

Ralcos
2014-10-20, 06:08 PM
Updated with Elemental Kobolds!

Ralcos
2014-10-22, 10:54 AM
UPDATED: Finished the Elemental Kobolds. Now with more Elemental!