Kobold, 2nd Variant (5e Race Variant)
From D&D Wiki
The Kobold... Small, a Nuisance, and usually a problem for adventurers to deal with even at higher levels... Well, its not like all kobolds are bad, there are the occasional good Kobolds.
"A kobold was a reptilian humanoid, standing between 2' and 2'6" (60cm – 75cm) tall, weighing 35 to 45 pounds (16 – 20kg), with scaled skin between reddish-brown and black in color and burnt orange to red eyes. Their legs were sinewy and digitigrade. They had long, clawed fingers and a jaw like a crocodile. Small white or tan horns protruded from their head, and they had rat-like tails." -A Wizard of the Sword Coast
A Kobold though, still fits this type of Physical description, though their eyes and skin may vary more so now, especially if a group of kobolds was blessed with a separate color of scales by a dragon.
Kobolds usual like living in dark places, tending to live in thick forests, caves and deep underground. However they are cold-blooded so they tend to stick to warmer climates. They live in large tribes, however when a tribe gets too big it splits into several smaller ones. The overcrowding in tribes means that there is no concept of privacy so kobolds don't view nudity as offensive or shameful. The same overcrowding can also breed conflict, leading kobolds to fight with each other to settle their differences.
Being in a monogamous relationship was not natural for a kobold. Mates were chosen for practical reasons rather than using emotions. Kobolds have one of the highest birth rates among humanoids, with a pregnant female able to lay an egg every two weeks. Some kobold eggs were known to contain dragonwrought kobolds, due to the eggs being speckled with the color of a draconic ancestor. Kobolds aged quickly, reaching adulthood at about 6 years old.
Kobolds do take good care of their bodies, gathering together for communal bathing, especially after shedding their skin. They would polish their claws using stones and would chew roots to help clean their teeth. Kobolds are omnivores but will eat almost anything if times get tough and they are desperate for food.
Kobolds are usually weak so when confronting enemies they tend to either face them with great numbers or utilize traps to wear down or eliminate their foe. Kobolds are quite skilled at trapmaking and is seen in their society as an art form.
Kobold names are derived from the Draconic tongue and usually relate to a characteristic of the owner, such as scale color, distinctive body parts, or typical behavior. For example, “Red Foot,” “White Claw,” and “Scurry” are Common translations of often-used names. A kobold might change its name when it becomes an adult, or add additional word-syllables after important events such as completing its first hunt, laying its first egg, or surviving its first battle. The Kobold Names table presents kobold names suitable for any campaign.
Typical Names: Arix, Els, Ett, Galax, Garu, Hagnar, Sniv, Sik, Tes, Vam, Urak
Small Creatures able to be either good or evil, though often dedicated to worshipping Dragons.
Ability Score Increase. Your Intelligence score increases by 2, your Dexterity score increases by 1, and your Strength score decreases by 1.
Age. Kobolds reach adulthood at age 6, with many Kobolds dying at 20 due to accidents, though it has been recorded that they can live up to 120 years.
Alignment. Kobolds are usually selfish, and greedy though this is not the case all of the time, they tend to be Neutral Evil.
Size. Kobolds are quite light, weighing at around 80 lbs, and stand between 2 and 3 feet tall. Your size is Small.
Speed. 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.
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Trap Ingenuity. From your years amongst the living, you have been taught many different things by your Kobold Kin in order to survive, especially how to recognize, and better deal with traps. You gain advantage on creating, disarming, or disassembling traps, requiring only thieves' tools or tinker's tools to do as such. Having to deal with so many traps throughout your life you have become keen on ones that could be placed nearby, you gain the Dungeon Delver feat (See PHB Pg.166)
Innate Tribal Tactics. If you have at least one of your allies, which is not incapacitated and within 5 feet of your target, you ignore any disadvantage on your attack rolls against the target. (You do not get advantage from this)
Nimble Movement. You can move through the space of any creature that is of a size larger than yours.
Small Frame. You count as one size smaller when determining your carrying capacity and the weight you can push, drag, or lift.
Languages. You can speak, read, and write Common and Draconic.
Random Height and Weight
|2′ 0''||+2d6||25 lb.||× 1 lb.|
*Height = base height + height modifier