Progenitor Kobold

Kobolds in the world of Eberron are similar to the draconic race found on other Prime Material planes. Yet one major difference separates them from others of their ilk across the multiverse — intense pride. They believe they are among the first creatures to ever walk the earth, created from the fallen blood of the draconic creators of the world, the Progenitor Wyrms. Some take their pride to nasty xenophobic lengths, and others to simple isolationism, but regardless they are not all the simpering simpletons new adventurers are known to dull their blades upon.

The Blood Knows

Among the kobold race there are a rare few with extraordinary gifts. These are known by scholars as the progenitor kobolds, the ones whose blood is so rich with magic that their simple crafts take on supernatural properties. They are not as weak or desperate as the majority of their kin, and often become leaders or champions of their clans. Some are even compelled to explore the world outside the comforts of their trap-infested caverns.

Progenitor Kobold Traits

Ability Score Increase. Your Dexterity score increases by 2.

Your Dexterity score increases by 2. Age. Kobolds mature at an accellerated rate, reaching adulthood at the age of 6. Their biology allows for lifespans of over a century, but few are lucky enough to survive longer than 20 years.

Kobolds mature at an accellerated rate, reaching adulthood at the age of 6. Their biology allows for lifespans of over a century, but few are lucky enough to survive longer than 20 years. Alignment. Despite their reputation for avarice and cruelty, it is the minority of kobolds that truly embrace evil. Many are self-sacrificing, community-oriented, and trustworthy survivalists, with neutrality being the most common alignment. Their strict focus on the clan over the individual also leads to a tendency towards law.

Despite their reputation for avarice and cruelty, it is the minority of kobolds that truly embrace evil. Many are self-sacrificing, community-oriented, and trustworthy survivalists, with neutrality being the most common alignment. Their strict focus on the clan over the individual also leads to a tendency towards law. Size. Your size is Small.

Your size is Small. Speed. Your base walking speed is 30 feet.

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..

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.. Expert Trapper. You may add twice your proficiency bonus on any ability check related to the creation of traps.

You may add twice your proficiency bonus on any ability check related to the creation of traps. Bloodcrafter. The latent magic in your blood can be used to empower unique creations. You are proficient your choice of one of the following tools: alchemist supplies, herbalism kit, or poisoner’s kit. You know one cantrip of your choice from the sorcerer spell list, and your chosen tool acts as a spellcasting focus for it. You must have the tool in hand to cast the cantrip. Your spellcasting ability for this trait is the ability score increased by your subrace.

The latent magic in your blood can be used to empower unique creations. You are proficient your choice of one of the following tools: alchemist supplies, herbalism kit, or poisoner’s kit. You know one cantrip of your choice from the sorcerer spell list, and your chosen tool acts as a spellcasting focus for it. You must have the tool in hand to cast the cantrip. Your spellcasting ability for this trait is the ability score increased by your subrace. Languages. You can speak, read and write Common and Draconic.

You can speak, read and write Common and Draconic. Subrace. The Progenitor Wyrms spilled blood may or may not have led to the creation of the kobold race, but regardless three different lineages align closely with those figures of legend. The three subraces of kobolds include: irvhir, iredar, and irsvern. Choose a subrace for your kobold.

Bloodcrafting Kobolds are known for a certain creativity when it comes to their inventions. For progenitor kobolds, these are simulated mechanically by cantrips which rely on a partly mundane conveyance, very similar to an artificer's magic. A poisoner might have thrown wasp nests serve as poison spray, a blow dart with flesh-eating parasites as chill touch, or a toxic face paint as true strike. An alchemist might have a flame-breath tonic as fire bolt, hallucinogenic gas bombs as minor illusion, or gauntlets covered in unstable liquid lightning as shocking grasp. An herbalist might have a sentient slime as mending, a foul tea that grants a bit of psionic power as message, or a salve that temporarily makes one’s tail prehensile as mage hand. The secret to how the kobold manages to survive these dangerous experiments is the use of trace amounts of their blood. Whether they possess the diluted essence of the progenitor wyrms, or there is some other mystical source, the potency of their vital fluid is unmistakable. A drop of blood and a significant amount of willpower can turn an impractical concoction into something viable.

Irvhir

Preferring caverns far beneath the surface, those claiming lineage of Khyber, the Dragon Below, are often a more violent and troubled lot. Not all fall to the temptation of depravity, yet most tales of kobolds that inspire nightmares come from those of this bloodline.

Ability Score Increase. Your Charisma score increases by 1.

Your Charisma score increases by 1. Sneaky. You gain proficiency in the Stealth skill.

You gain proficiency in the Stealth skill. Nightblade. When you damage a creature with an attack or a spell while you are within dim light or darkness, you can cause the attack or spell to deal extra necrotic damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.

Iredar

Those who call themselves the Chosen of Eberron, the Dragon Between, are the closest of their kind to the natural world. They are significantly less xenophobic than the other Progenitor lineages, yet still quite reclusive.

Ability Score Increase. Your Wisdom score increases by 1.

Your Wisdom score increases by 1. Wild. You gain proficiency in the Survival skill.

You gain proficiency in the Survival skill. Earthward. Your blood empowers you to defend those who need it most. As a bonus action, you can grant an ally within 30 feet of you with temporary hit points equal to your level plus your Wisdom modifier. These temporary hit points expire after a minute. Once you use this trait, you can't use it again until you finish a short or long rest.