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aggression and selfishness also bends them

Kobold closer to evil.


Lets not beat around the bush, you Size. Kobolds stand at around 3 feet
know exactly what a kobold is; as they are as tall. Your size is Small.
iconic to this game as a beholder or Lich. The Speed. Your base walking speed is 30
reason you are here is because you love these feet
scaly buggers and were slightly miffed at how Darkvision. You can see in dim light
they were presented in Volo’s Guide. I mean within 60 feet of you as if it were a bright light,
honestly, a -2 to STR as well as a trait that lets and in darkness as if it were dim light. You
you act like a wimp to give others advantage; on cannot discern color in darkness, only shades of
to of sunlight sensitivity? I get it, they get Pack gray.
Tactics, which is ungodly powerful, but still; we Sunlight Sensitivity. You have
need some Badass ‘Bolds. disadvantage on attack rolls and on Wisdom
And that is where this document comes (Perception) checks that rely on sight when you,
in; if you want to play a Badass kobold, then your target, or the thing you are trying to
look no further! I negated some of their more…. perceive is in direct sunlight.
wimpy powers, and also took away their Pack
Tactics, leaving a clean slate with which to add Kobold Commando
on to. So, hopefully, you’ll enjoy what I threw
These specially trained kobolds make
together. Now, go forth and show those pesky
up the raiding party of any Kobold warren. They
adventurers that you can hold your own!
know full-well that they’re exposed and weak
during a raid, and have learned various ways to
Kobold names keep themselves at a distance with their
Kobolds, being draconic in nature, have attackers through devious traps and weapon
draconic sounding names. These names usually training.
consist of one or two syllables, and names with Ability Score Increase. Your intelligence
more than one syllable tend to have a repeating Score increases by 1
quality to them. Trap-Master. You gain proficiency with
Examples. Pun-Pun, Akakx, Eieks, Hara thieves’ tools, but only for creating and
disarming traps. The creation of a simple trap
Kobold traits takes about half an hour and you must have
materials on hand with which to craft your trap.
When creating your Kobold, you gain the See “TRAPS” section further in the document
following traits. for examples.
Ability Score Increase. Your Dexterity Ranged Adept. Commandos have
Score increases by 2 learned to make the best of their ranged
Age. Kobolds reach maturity at age 6 weapons. Please choose one of the following
and can live up to 120 years, but few make it features based on your preferred ranged
that far. weapon
Alignment. Kobolds usually adhere to a - Slings. Your damage die while using
pack mentality, knowing full well that their a sling is increased to 1d6. This
numbers make them strong. Therefore, they bonus goes up to 1d8 at 5th level
have a lawful bent to them. Their natural and 1d10 at 11th level.
- Crossbows. While using a crossbow, tougher than the usual kobold, and are gifted
you ignore the weapon’s “loading” boons that aid in the defense of the home lair.
trait. Attacks with a crossbow also Ability Score Increase. Your Strength
gain a +1 non-magical bonus to OR Wisdom Score Increases by 1
attack and damage rolls. Sturdy. Meant to be the guards of the
- Bows. Using your thieves’ tools, you warrens, the Scale Sworn are naturally tougher
may craft 1d4 fire arrows per day. than their other cousins. Your hit point
These arrows deal an extra 1d4 fire maximum increases by 1. And it increases by 1
damage to your target and cannot each time you gain a level.
be recovered. You may also use Blessing of Greatness. Your draconic
these arrows to set flammable master has given you a gift to help you better
objects aflame from afar. serve them. Choose one of the following.
- Small but Angry. You may enter an
Winged Kobold enraged state much like a
Winged Kobolds, or “Urds”, are gifted barbarian. Once a day, you may
by one of the draconic gods; though, given their rage and gain the benefits of a 1st
usually evil nature, the blessing comes from level barbarian in terms of rage.
Tiamat more often than not. Many non-winged - Cleric-ish. You may learn 2 cantrips
Kobolds are jealous of these gifts; because and one first level spell from the
flying is awesome. Cleric Spell List. After using you 1st
Ability Score Increase. Your Charisma level spell, you must take a long
Score Increases by 1 rest to regain the use of that spell.
Flight. You gain a flying speed of 30 feet - Tough Little Bugger. Thanks to your
Dragon-Blooded. You have been tougher-than-average scales, your
blessed by one of the draconic gods; and in base AC is now 13 + Your Dexterity
turn, have been gifted with a small boon. Modifier
Pleases choose a boon from the following list
- Draconic Magic. You learn the Acid
Splash, Firebolt, Poison Spray, or
Ray of Frost Cantrip.
- Draconic Resistance. You gain
resistance to Fire, Cold, Acid, or
Poison damage.
- Draconic Charm. You gain
proficiency and expertise in a
Charisma skill.

Kobold Scale-Sworn
Kobold Scale-Sworn are the product of
a dragon needing guards for their lair; and not
having anything better on hand than the
Kobolds that worship it. Gifted and trained by
their draconic master, the Scale-Sworn are
TRAPS Pit Trap
Alright, so you are a Commando ‘Bold Purpose. To trap and possible damage
who needs some inspiration for devious traps to those who fall in.
leave those tall soft-skins in a world of hurt, eh? Materials Needed. Digging tool and
Well, take a gander at what I’ve jotted down more time to create the hole. Items to cover
here. the hole. And an optional thing to place at the
Please sit down with your DM to bottom (Spikes, Tar, Glue, Acid, etc.)
determine the damage done by traps, and the Description. A covering of leaves,
DC required to see them. Traps made out of branches, or weakened wood planks conceals a
higher quality items and traps that feature an fall into a pit that may or may not contain a
in-depth, yet logical, placement plan should do nasty surprise.
more damage and have a higher detection DC;
but not be completely broken.
Feel free to experiment with other
ideas. Traps as simple as a bucket filled with
goo or centipedes sitting atop a door frame, to
as complex as a flame jet or dart trap can be
explored with the proper materials, planning,
and DM’s discretion.

Alarm Trap
Purpose. To alert your group to
intruders, handy for keeping watch at night.
Materials Needed. String and/or rope.
Noisemakers like cooking pots, glass bottles,
bells, bones.
Description. A low string adorned with
various noisy objects. Meant to be used at
night, a trip over these is guaranteed to be
noisy as hell.

Swinging Branch Trap


Purpose. To smack and stab at anyone
who trips it.
Materials Needed. A bent sapling, tree
branch, or any sort of swinging contraption. A
stabbing implement such as sharpened
silverware, broken/intact weapons, or even
bear traps. A tripwire.
Description. A creature trips the wire
and is struck with a club-like weapon adorned
with sharp and spiky bits.

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