Kobolds

Kobolds are oft dismissed for their diminutive stature, and so many of the other races consider them weak and cowardly. In actuality, these hard-workers are skilled with delicate tasks and use their ingenuity to overcome their physical limits. They are expert trap-makers and tunnelers, and use those skills to stave of oppression and enslavement by other more aggressive races. Their tendency to back off from attack gives them the appearance of being cowardly, but only makes them the better combatants for it.

Little Dragons

Kobolds are born of dragons, and shaped by the magic surrounding them. They hatched from eggs, just as other dragons and the dragonborn, but need not be connected to a particular dragon, as colonies of Kobolds have lived generations long after the dragon which birthed their clan has moved on. As such, Kobolds could serve as slaves or servants to dragons or just be clans apart from them, with their own heritage and culture. They tend to be creatures of guile, but still have a deep, in-born respect for their clan and people, especially those who have been enslaved by others, which is the surest way of drawing down their wrath.

Kobold Physiology

Kobolds are weak and unimposing bipedal reptiles with scales like dragons, clawed feet, and sharp snouts. Their small size hides their intelligence, as most of them are capable schemers. Their scales tend towards the colors of chromatic dragons, although more muted. Although rarer, metallic Kobolds exist, and these are often regarded better by the other races, although in truth, neither kind is more or less predisposed to evil or good, and in fact, most would simply choose to be left alone if possible.

Credit: Chris Seaman, Wizards of the Coast





Kobold Names

Kobold names tend to be short and single syllabic.

Male Names - Tuks, Sak, Sivlo, Sidre, Kovlo, Zatre, Soss, Vix, Tik, Snett, Abu, Kott, Kelo, Snin, Dalbe

Female Names - Snubla, Hipli, Akra, Okku, Nila, Snupu, Digge, Zihze, Gan, Katla, Sibu, Hahzi, Gulti

Kobold Traits

The Kobolds have a number of abilities benefiting their life underground.

Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.

Age. Kobolds can live long, but seldom do. Kobolds reach adulthood at five years of age, and typically live to about 25, although they can live up to 150 if lucky.

Alignment. Kobolds are loyal to their own, naturally tending towards law. Some clans can either be friendly and benevolent tunnel-dwellers and some can be bandit villains, but most simply wish to be left alone and away from trouble.

Size. Kobolds are spry but tiny, lithe creatures. They stand between 2 and 3 feet tall, and weigh on the lighter end of 40 pounds. Your size is Small.

Speed. Despite your small stature, you can scamper along quite quickly on your tiny legs. Your base walking speed is 30 ft.

Darkvision. Kobolds are tunnel dwellers, and expectedly tend to have eyesight adapted to their dark homes. You have superior vision in dim and dark conditions. You can see in Dim Light within 60 ft. 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.

Ingenuity. You gain proficiency in Tinker's Tools. Additionally, you gain advantage on any ability checks to make, disarm, or disassemble mechanical traps.

Revenge of the Diminutive. Whenever a creature size Medium or larger makes an attack against you and misses, you can use your reaction to give yourself advantage on your next attack roll against that creature.

Languages. You can speak, read, and write Common and Draconic.

Design Notes

Kobolds as a playable race in Volo's Guide to Monsters can tend to feel underwhelming despite having a powerful ability in Pack Tactics, because their other traits include negative abilities, which few players like, despite a class' overall power. The negative ASI and Sunlight Sensitivity have been stripped away, while the other abilities have been adjusted accordingly. Grovel, Cower, and Beg is a fine ability mechanically, but doesn't necessarily inspire feeling heroic and limits roleplay in the sense that all Kobolds are groveling cowards. It has been replaced by an affinity for traps, which the race is known for. Pack Tactics is a powerful ability, but might tend towards making the Kobold all-in on using it rather than encouraging variety of playstyles. It has been replaced by a milder, but broader ability that allows advantage once per round.

Detect Balance Score: 26 - RotD counted as 6 points, 2 less than Pack Tactics, Ingenuity counted as 5 points total.