Kobold Inventor (5e Class)
Kobold Inventors[edit]
The Wizard buckles, the heat of the Wyrmling's breath causing a sweat to run down their face. A kobold offers a small blue slime, which noticeably cools them off. The Kobold then runs up to the Wyrmling, it's barely-developed wings helping it flutter backward. This doesn't save it from the Kobold's Acid Vial, which breaks upon hitting the skull of the monster, finishing off the fire-breather.
Racial Class: Inventor[edit]
Kobold Inventors are the more creative types of the Kobold den, which can typically be seen as the smarter of the tribe. Mostly, these Kobolds are seen hastily preparing comically effective weapons, ranging from vials of whatever liquid they found laying on the ground, to insect nests which they gathered from the forest. As well, these Inventors are methodical, despite what they may seem; Kobolds are well-known for their traps, which Inventors also seem to utilize with frightening capability.
Prerequisites[edit]
To qualify for multiclassing into the Inventor class, you must meet these prerequisites:
- Kobold Race, or having heritage relating to Kobolds.
- An intelligence score of 13 or higher
Class Features[edit]
As a Kobold Inventor you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Kobold Inventor level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Kobold Inventor levelafter 1st
- Proficiencies
Armor: Light Armor
Weapons: All Simple Weapons, Hand Crossbow, Net
Tools: Smith's Tools
Saving Throws: Dexterity, Intelligence
Skills: Choose any three skills which aren't Athletics or Intimidation.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Two daggers or (b) A sling and 20 ammunition
- (a) Two vials of Acid or (b) Two flasks of Alchemist's Fire or (c) Two flasks of Oil
- (a) An explorer's pack or (b) A dungeoneer's pack
- Padded Armor, Smith's Tools, and a Net.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Weapon Invention |
2nd | +2 | Trap Configuration |
3rd | +2 | Inventor Specialization |
4th | +2 | Ability Score Increase |
5th | +3 | Professional Craftsman |
Weapon Invention[edit]
Starting at 1st level, you can use your arsenal of ideas to make some weapons. During a short rest, if you have Smith's Tools ready, roll a d4. You craft the following weapon during said short rest. Additionally, during a long rest, you can choose to roll twice, making both. You may have duplicates of items, but only up to your proficiency bonus. If you are at your limit for a weapon, you don't craft anything during the rest. When a weapon calls for a melee or ranged attack roll, you may add your Proficiency Bonus and either your Strength or Dexterity modifier. The dice you roll goes up with each level, becoming a d6 at 2nd, a d8 at 3rd, a d10 at 4th, and finally a d12 at 5th.
Number | Name | Effects |
---|---|---|
1 | Green Slime Pot | (4 lb) You make an Improvised attack roll against a creature within 15 feet, tossing a clay pot filled with slime On a hit, they take 1d6 acid damage at the end of their turn until they use an action to take the slime off their body. On a miss, a random tile within 15 feet becomes coated with Green Slime. Whenever a creature begins or ends their turn on the tile, they take 1d6 acid damage. |
2 | Basket of Centipedes | (1 lb) You throw a Basket of Centipedes into a 5-foot square within 20 feet of you. A swarm of insects (centipedes) with 11 hit points emerges and rolls initiative. The centipedes are controlled by the DM. At the end of each of the swarm's turns, roll a percentile die. On a 1-50, the swarm disperses. |
3 | Blue Jelly | (0.5 lb) You can apply this jelly to your hands and make a melee attack roll against a creature within 5 feet. On a hit, they take 2d4 cold damage. As well, you can apply Blue Slime on yourself to stave off the effects of Extreme Heat for up to an hour. Either usage expends the item. |
4 | Scorpion on a Stick | (1 lb) You make a melee attack with a scorpion on the end of a 5 ft pole. You make a melee attack roll against a creature within 5 ft, On a hit, you deal 1 piercing damage, and the target must succeed a Constitution saving throw, equal to 8 + your Proficiency Bonus, taking 1d8 poison damage on a failure, or half as much on a success. The weapon breaks after a use, making it unusable. |
5 | Vial of Acid | (1 lb) Functions the same as Acid (vial), except the range is 15/30, and you make a normal ranged attack roll. |
6 | Skunk in a Cage | (15 lb) You release a skunk into an unoccupied space within 5 feet of yourself. The skunk has a walking speed of 20 feet, an AC of 10, 1 hit point, and no effective attacks. It rolls initiative and, on it's turn, uses its action to spray musk as a random creature within 5 feet of it. The target must succeed a Consitution saving throw, equal to 8 + your Proficiency bonus, or the target retches and can't take actions for 1 minute. Creatures which don't need to breathe or are immune to poison automatically succeed. The skunk cannot do so again until it finishes a short or long rest. Unless you succeed a DC 10 Animal Handling check, the skunk gets away. |
7 | Alchemist's Fire | (1 lb) Functions the same as Alchemist's Fire, except has the range of 15/30, and you make a normal ranged attack roll. |
8 | Chicken Coop | (12 lb) You release 1d4 Chickens within one tile within 5 feet of you. All of the chickens roll the same initiative. These chickens all have 1 hit point, AC 10, and can be told what to do as a bonus action. If not commanded, the chickens do their best to defend themselves but otherwise take no actions. They can only take the Dash, Disengage, Hide, and Help actions. At the end of every turn, roll a percentile die. On a 1-50, the chickens no longer listen, instead using their actions to flee as fast as possible. |
9 | Wasp Nest | (4 lb) You throw a small nest of wasps into a 5-foot-square space within 20 feet of it. A swarm of insects (wasps) with 16 hit points emerges from the bag and rolls initiative. You can command the wasp nest as a bonus action, or else the swarm simply attempts to attack the nearest creature. At the end of every turn, roll a percentile die. On a 1-50, the wasps no longer listen, instead using their actions to flee as fast as possible. |
10 | Volatile Flask | (1 lb) You toss a small flask with an everchanging color. Make a ranged attack roll with a range of 15/30 feet. On a hit, roll 2d8 + 1. The first d8 correlates to what damage it does, using the same table as Chaos Bolt for types. On a miss, roll 2d8. A random tile anywhere in range is filled with a light mist, not obscuring vision enough to cause a disadvantage. Any creature that enters or exits the tile on their turn takes damage equal to the second dice rolled, the type of damage being whatever the first dice rolled was, using the same table as Chaos Bolt for types. |
11 | Rot Grub Pot | (3 lb) You lob a pot of Rot Grubs at a target. You may toss this pot within 15 feet of you, targeting any creature within a 5 foot radius sphere centered on the pot's landing area. All targeted creatures must succeed a Dexterity saving throw, the DC equal to 8 + your Proficiency Bonus, or else be infected by 1d4 rot grubs. At the start of each of the infected creature's turns, they take 1d6 piercing damage per rot grub infesting it. Applying fire to the bite wound before the end of the target's next turn deals 1 fire damage to the target and kills these rot grubs. |
12 | Tiny Black Pudding | (1 lb) You take a bonus action to apply Black Pudding to your hands. You then may use your action to make a Melee Attack Roll, on a hit you deal 2d6 Acid Damage. At the end of your turns, you take 1d6 Acid Damage as well. You may have the black pudding on your hands for as long as you want, taking another bonus action to take the Black Pudding off of your hands. As well, you may target a creature's weapon, making the same attack roll against the weapon. Magical weapons ignore this. Normal weapons have an AC of 14, Silvered have an AC of 15, and Adamantine have an AC of 18. On a success, the weapon takes a permanent and cumulative -1 penalty to damage rolls. After the penalty reaches a total of -5, the weapon is destroyed. |
Trap Configuration[edit]
Starting at 2nd level, whenever you decide to set up anything as a trap of sorts, such as when applying a Hunting Trap or Ball Bearings, you take half the time. Any traps which require an Action to set up instead take a Bonus Action.
Inventor Specialization[edit]
When you reach 3rd level, you decide what you want to focus on as an inventor. Choose one of the following features;
- Weaponist
During any period of downtime, you may decide to make a new bizarre weapon concept. If you own a net, you may use a trapped creature which is not Humanoid with a CR equal to 1/2 or lower to make a weapon. This downtime activity takes a week to perform. In exchange, you may use one of the creature's actions as a one-time use item, replacing something on the "Kobold Weapon" table. You may do this up to your proficiency bonus' amount of times. This cannot be used to gain resistances, flight/swim speed, or to enhance natural or magical senses unless granted by your DM.
- Trap Enthusiest
During any period of downtime, you can choose to construct any traps for half of the cost it normally would be. It takes 1 week per 10 gp cost. You need a set of Smith's Tools to construct these traps. As well, setting up traps halves the time again, going to a quarter of the time it usually takes to set up. The lowest amount of time it takes is a bonus action.
- Bug Collector
During any period of downtime, you may research more types of bugs to use in your weapons instead of the normal ones. You can spend a week to attempt to look for different types of swarms of bugs, and replace a number on your "Kobold Weapon" table. You may do this a number of times equal to your proficiency bonus' amount of times. The swarm of bugs will always have half of the average amount of health the swarm would normally have, and have a 50% chance of dispersing at the end of it's turn.
Ability Score Increase[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Professional Craftsman[edit]
Whenever you perform the Crafting Downtime Activity, you may half the time and resources needed. As well, when you Craft a Magic Item during downtime, you may reduce costs by up to your Proficiency Bonus * 5, to a minimum of 50 gp. Finally, you may decide not to regain any health with your Hit Dice during a short rest to instead craft two items from the Kobold Weapon table.
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