Kobold, 5e Variant

Note: Several of the stats, traits, and subraces are a combination of the "Volo's Guide to Monsters" and the Dandwiki variant of Kobolds.

## Kobold Features

### General Features

* **Ability Score Increase:** Your Dexterity score increases by 2.
* **Age:** Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so.
* **Alignment:** Kobolds are fiercely loyal to their tribe. Thus, they tend toward lawful alignments.
* **Size:** Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small.
* **Speed:** Your base walking speed is 30 feet.
* **Languages:** You can speak, read, and write Common and Draconic.

### Kobold Traits

* **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.
* **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.
* **Slim Build:** You count as one size smaller when determining your carrying capacity and the weight you can push, drag, or lift. When you make a Dexterity Skill, Check, or Saving throw, you may add bonus proficiency to the roll.
* **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.

## Subraces

There are several varieties of kobolds: some kobolds hail from lands where particular physical or mental traits are more favorable, while some kobolds hail from tribes where a particular skillset comes more into play than others.

### Standard

* **Ability Score Increase:** Your Intelligence score increases by 1.
* **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. Once you use this trait, you can't use it again until you finish a short or long rest.

### Chromatic

* **Ability Score Increase:** Your Wisdom score increases by 1.
* **Innate Stealth:** As an action, you may hide yourself in plain sight by warping light around you and blending in with your surrounding once per short or long rest. Whenever you take this action and have not been spotted previously, you are considered invisible. Any movement you make while you are hiding can be seen, as the environment warps around you. Taking any kind of damage will break the disguise, and a Perception check of 15 or higher can see through the disguise.

### Southeastern

* **Ability Score Increase:** Your Strength score increases by 1.
* **Physically Capable:** Years of evolution have given you a more bulkier body, larger hands, and smaller feet. You do not suffer the penalties from the Slim Build trait, and when you make a Strength Skill, Check, or Saving throw, you may add bonus proficiency to the roll.

### Loredrake

* **Ability Score Increase:** Your Intelligence score increases by 1.
* **Bookwyrm:** You have a magical tome full of beginner spells. You know 3 cantrips of your choice from the wizard spell list, which can be changed every short or long rest. You can only cast this cantrip while you have the tome in your person. Intelligence is your spellcasting ability for these spells.
* **Scholarly:** You have advantage on Arcana checks when inspecting a magical item.

### Fae (Faebold)

* **Ability Score Increase:** Your Charisma score increases by 1.
* **Sorcerous Initiate:** You know 1 cantrip of your choice from the sorcerer spell list. In addition, you learn spells from the sorcerer spell list at certain levels: at 3rd level, you learn one 1st level spell; at 7th level, you learn one 2nd level spell; and at 11th level, you learn one 3rd level spell. You can cast each of these spells once a day or if you have spell slots, regaining the ability to cast them without spell slots when you complete a short or long rest. Charisma is your spellcasting ability for these spells.