Kobold
Once servants carried between worlds by the greater elemental dragons, many Kobolds have abandoned their ancient masters to establish independent communities and seek destinies of their own.
Ability Score Bonuses
Stats
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Value
–
+2
–
–
+1
–
Physical Characteristics
Average Height: 2′ – 3′
Average Weight: 25 – 35 lbs.
Size: Small
Lifespan: 120 years
Speed: 25′
Race Information
Languages: Common & Draconic
Homeland(s): None Specific
Skill Proficiencies: Non
Typical Alignment: Any
Culture & Society
Kobolds were formerly minions of the greater elemental dragons. Frequently when one of these elder dragons came through to the prime material plane they would bring an entourage of Kobold servants to tend them. They served their draconic overlords by performing mundane tasks that their small and wiry builds made them more suited for than their titanic masters.
Many, but by no means all, Kobolds have witnessed the lives of the other races of Vaeria and have determined to split off in search of their own destiny. These splinter factions have formed small communities throughout the realm.
Kobolds appear to be miniature versions of skinny dragonborn to most outsiders, though they are unrelated. They have draconic heads with small spikes and frills similar to a full grown dragon. Their scales are much smaller and do not necessarily cover their entire bodies. Thick, leathery skin covers the remainder of their form. Their coloring is based upon the elemental origins of their lineage, but they lack the more specific elemental aspects found in full-blooded dragons.
Racial Traits
- Darkvision – Your darkvision has a radius of 60 feet.
- Pack Tactics – 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.
- Draconic Ancestry – The long distant link your race shares with dragon kind manifests itself in a manner based upon your tribe’s draconic ancestry. Additionally your physical traits are derived from the same elemental forbears:
- (White) Mingle with the Wind – You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
- (Black) Merge with Stone – You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
- (Red) Reach to the Blaze – You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
- (Blue) Call to the Waves – You know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
- (Green) Nature’s Call – You know the Spare the Dying cantrip. At 3rd level, you can cast the Entangle spell once with this trait as a 1st-level spell, and regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
- (Shadow) Writhing Shadows – You know the Chill Touch cantrip. At 3rd level, you can cast the Arms of Hadar spell once with this trait as a 1st-level spell, and regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
