(Created page with "Kobolds were one of the first races in Drakomere. Many view them as equals, but many also view them as inferiors. This causes them to develop in very different ways from one another. Kobolds have existed since the 1st Age. '''Ability Score Increases.''' Your Dexterity score increases by 2. '''Creature Type.''' Being one of the first races, and made roughly in the image of the Three, your creature type is Dragon and Humanoid. '''Languages.''' You can speak, read and w...")
 
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'''Creature Type.''' Being one of the first races, and made roughly in the image of the Three, your creature type is Dragon and Humanoid.
'''Creature Type.''' Being one of the first races, and made roughly in the image of the Three, your creature type is Dragon and Humanoid.


'''Languages.''' You can speak, read and write Common and Draakyain.
'''Languages.''' You can speak, read and write Common and Draikyaan.


'''Size.''' Your size is Small.
'''Size.''' Your size is Small.

Latest revision as of 01:20, 17 September 2022

Kobolds were one of the first races in Drakomere. Many view them as equals, but many also view them as inferiors. This causes them to develop in very different ways from one another. Kobolds have existed since the 1st Age.

Ability Score Increases. Your Dexterity score increases by 2.

Creature Type. Being one of the first races, and made roughly in the image of the Three, your creature type is Dragon and Humanoid.

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

Size. Your size is Small.

Keen Darkvision. You can see darkness and dim light as bright light within 60ft of you.

Kobold Slipperiness. Kobolds are notoriously hard to pin down, you gain proficiency in one of the following, Deception, Acrobatics, or Survival

Pack Tactics. Kobolds are renowned for working with any form of pack they can muster, as such, 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.

Sunlight 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.

Varied Acceptance. Based on where Kobold’s lived, they undergo remarkably different experiences, you gain one of the two similar following features.

Draconic Cry. As an action on your turn, you can make a cry of power, invested by the draconic power around you. Until the end of your next turn, your allies within 10ft of you gain advantage on their next attack roll if they can hear you. You can use this a number of times equal to your proficiency bonuses, regaining all expended uses at the end of a long rest.
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. You can use this a number of times equal to your proficiency bonuses, regaining all expended uses at the end of a long rest.