This document provides variant traits and feats for a kobold character, including:
Increased Dexterity and Intelligence, trapmaking abilities, advantage on trap investigation checks, and the vicious mockery cantrip.
A second variant increases Strength, removes penalties for heavy weapons, and increases hit points.
The Heightened Heritage feat increases Charisma, lets you learn a cantrip and the absorb elements spell, and use Charisma for vicious mockery.
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Variant Kobold V2
This document provides variant traits and feats for a kobold character, including:
Increased Dexterity and Intelligence, trapmaking abilities, advantage on trap investigation checks, and the vicious mockery cantrip.
A second variant increases Strength, removes penalties for heavy weapons, and increases hit points.
The Heightened Heritage feat increases Charisma, lets you learn a cantrip and the absorb elements spell, and use Charisma for vicious mockery.
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Variant Kobold Trapper Extraordinaire
Instead of using the statistics presented inVolo's Guide to Prerequisite: Kobold
Monsters you may instead use the following traits for your Though trial and error you've become a master at building Kobold character: and identifying traps. Ability Score Increase. Your Dexterity score increases by 2, Your Intelligence score increases by one, to a maximum of and your Intelligence score increases by 1. 20. Age. Kobolds tend to reach adulthood at 8 years and can live You now build traps equal to your Intelligence modifier up to 200 years. during a short rest. Alignment. Due to ther distrust of people and their Your hunting traps made during a short. rest now deal 2d6 misadventures, Kobolds tend to be Chaotic Neutral. damage, and thier escape DC is equal to 8 + your Size. Kobolds stand between 2 and 3 feet tall and weight proficiency bonus + your Intelligence modifier. between 25 and 35 pounds. Your size is small. You have advantage on Intelligence (Investigation) checks Speed. You have a walking speed of 25 feet. made to look for traps. Darkvison. Accustomed to the various inconveniences life brings, you have learned to deal with them. You can see in Hardened Fighter 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 Prerequisite: Kobold darkness, only shades of gray. You've always had a tougher hide and were stronger than Expert Trapmaking. During a short rest you can craft a others, it just took you sometime to realize it. number of hunting traps equal to half your Intelligence Your Strength score increases by 1, to a maximum of 20. modifer (rounded up, minimum of 1). You can do this by using You can wield weapons with the heavy property without any type of artisan's tools. being at disadvantage. Sense For Danger. Once per short or long rest, when you Your hit point maximum increases by 1, and it increases are hit by an attack, you can as an reaction impose by 1 every time you gain a level. disadvantage on all attacks made against you until the start of your next turn. Yip-Yip. You know the vicious mockery cantrip. Intelligence is your spellcasting modifier for this spell. Improvised Tinkerer. You have proficiency with tinker's tools. Languages. You can speak, read and write Common and Draconic.
Variant Kobold Feats
The following racial feats are to be used with the variant kobold shown in this document. Heightened Heritage Prerequisite: Kobold You awaken the ancient power of dragons in your blood, allowing you harness it's arcane properties. Your Charisma score increases by 1, to a maximum of 20. You learn a cantrip of your choice from the following options: fire bolt, acid splash, ray of frost, poison spray or shocking grasp. You learn the 1st level spell absorb elements, and can cast it once per long rest, or by using a spell slot of 1st level or higher. You can now use Charisma as the spellcasting modifier for vicious mockery. Charisma is your spellcasting modifier for the spells learned from this feature, unless cast using a spell slot given by a class feature or feat.