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<blockquote data-quote="QuietBrowser" data-source="post: 6949763" data-attributes="member: 6855057"><p>Alright... I was hoping to get some more feedback first, but I guess I'll go ahead and draft up my firs Kobold reenvisioning now that I got all these examples and possible traits to use.</p><p></p><p>On a similar topic... while I do like the basic idea of the Gnoll as I did it up, dividing it between the demonic Butcher's Brood, the primal Hyena's Soul, and the mystical/necromantic Bouda, I feel it could use some beefing up. The Bouda in particular. Would anyone be interested in helping me figure out how to do so? For example, in Pathfinder, the Bouda is a gnollish Witch archetype, with the unique abilities of an "evil eye" hex and the ability to shapeshift into a hyena (regular or dire). Perhaps adding features based on these might work?</p><p></p><p>Additionally, as brought up in one of my other topics ( <a href="http://www.enworld.org/forum/showthread.php?498138-UA-Warforged-vs-Keith-Baker-s-Warforged" target="_blank">http://www.enworld.org/forum/showthread.php?498138-UA-Warforged-vs-Keith-Baker-s-Warforged</a> ), there's currently two "official" Warforged renditions for 5e. Of the two, I prefer Keith Baker's version, but I'm still not entirely happy with it. I want to make my own take on it, but there's something I wanted to figure out: back in 3e, there was a Large sized version of the Warforged called the Warforged Titan, correct? Since 5e has simplified Large races to the formula of "Medium with Powerful Build racial feature" (even if they do seem to overestimate that feature's actual value), perhaps the right combination of "big, tough, powerful" racial features could allow for a Titan subrace to be viable?</p><p></p><p>Also, is there any sort of penalty due to not wearing armor without proficiency for it? I've been trying to figure out a way to make the "you can attach armor to yourself permanently" aspect of Integrated Armor actually, you know, worth something, and what I'm currently leaning towards is that either it gives you advantage on Constitution saves or else it lets you wear a heavier suit of armor without needing to get proficiency for it first.</p><p></p><p></p><p>Anyway, on to the Kobold... So, what do folks think of this below? I would like to add some traits - I still want to do the "Spark of Magic" or other spell-like abilities traits as a Draconic Gift, and maybe there's some more hidden gems in the other PF or idea-based traits I listed before.</p><p></p><p><u>Kobold, First Draft:</u></p><p><strong>Ability Score Modifier:</strong> +2 Dexterity, +1 Intelligence</p><p><strong>Size:</strong> Small</p><p><strong>Speed:</strong> 30 feet</p><p><strong>Vision:</strong> Superior Darkvision</p><p><strong>Pack Tactics:</strong> A kobold can use the Help option as a Reaction if it is within 5 feet of an ally.</p><p><strong>Sunlight Sensitivity:</strong> A kobold suffers Disadvantage on Attack Rolls and Wisdom (Perception) checks based on sight if it or its target is in direct sunlight.</p><p><strong>Gift of the Dragons:</strong> A kobold has a single racial trait selected from the Draconic Gifts subtable below.</p><p><strong>Strengths of the Kobold:</strong> A kobold has two racial traits selected from the Kobold Mutations subtable below.</p><p></p><p><em>Draconic Gifts:</em></p><ul> <li data-xf-list-type="ul"><strong>Wings:</strong> A kobold with this trait can double the distance it travels upon making a Strength check to jump. Additionally, it has a Fly speed of 10 feet, which increases by +10 feet at 3rd level and 5th level.</li> <li data-xf-list-type="ul"><strong>Dragonmaw:</strong> A kobold with this trait can choose to bite when making an unarmed strike, causing its attack to inflict D4+Str modifier Piercing damage. Additionally, once per encounter, upon delivering a successful bite attack, a kobold with this trait can inflict further elemental damage. The elemental type is chosen at character creation from the list of Fire, Acid, Cold, Electricity or Poison, and cannot be changed afterwards. The bonus damage is +D6 points, and scales as per a cantrip.</li> <li data-xf-list-type="ul"><strong>Fundamentum:</strong> A kobold with this trait has a breath weapon that it can use once per long rest. Treat this as an unarmed strike with a range of 15 feet inflicting D10 elemental damage (scaling as per a cantrip). The elemental type is chosen at character creation from the list of Fire, Acid, Cold, Electricity or Poison, and cannot be changed afterwards.</li> <li data-xf-list-type="ul"><strong>Hide of the Dragon:</strong> The default AC of a kobold with this trait is 12+Dex modifier. They can still benefit from wielding a shield, and can use their natural armor to determine their AC if the armor they are wearing would ordinarily leave them with a lower AC.</li> <li data-xf-list-type="ul"><strong>Shield of the Dragon:</strong> A kobold with this trait has resistance to ONE damage type from the following list: Fire, Acid, Cold, Electricity or Poison. This choice cannot be undone later in the game.</li> </ul><p></p><p></p><p></p><p></p><p><em>Kobold Mutations:</em></p><p></p><ul> <li data-xf-list-type="ul"><strong>Draconic Cunning:</strong> Ability score modifiers become +2 Int, +1 Dex, replacing the default ability score modifiers.</li> <li data-xf-list-type="ul"><strong>Draconic Presence: </strong>Ability score modifiers become +2 Cha, +1 Dex, replacing the default ability score modifiers.</li> <li data-xf-list-type="ul"><strong>Tunnel Scurry:</strong> A kobold with this trait gains a Climb speed of 30 feet and is not slowed by squeezing into a smaller space. Additionally, it does not suffer suffer disadvantage whilst squeezing, nor does it offer combat advantage whilst squeezing.</li> <li data-xf-list-type="ul"><strong>Tactical Retreat:</strong> Once per short rest, a kobold with this trait can Disengage and move full speed as a bonus action. Allies within 5 feet can also spend a reaction to do the same thing.</li> <li data-xf-list-type="ul"><strong>Pack Defense:</strong> If within 5 feet of a non-incapacitated ally, a kobold with this trait can leave a creature's space without drawing an Attack of Opportunity.</li> <li data-xf-list-type="ul"><strong>Silver-Tongued:</strong> A kobold with this trait gains Proficiency in Charisma (Persuasion, Deception, and Performance) checks.</li> <li data-xf-list-type="ul"><strong>Trapmaster: </strong>A kobold with this trait has Advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect traps, and on Intelligence checks made to disable traps. Additionally, once short rest, if a kobold triggers a trap, it can use its Reaction to transfer half of the damage it takes from that trap to an adjacent enemy.</li> <li data-xf-list-type="ul"></li> <li data-xf-list-type="ul"><strong>Cunning Tinkerer:</strong> As per the Rock Gnome's Tinker trait (see PHB pg 37).</li> <li data-xf-list-type="ul"></li> <li data-xf-list-type="ul"></li> <li data-xf-list-type="ul"><strong>Dayraider:</strong> The kobold loses Sunlight Sensitivity, but downgrades its vision from Superior Darkvision to only Darkvision.</li> <li data-xf-list-type="ul"><strong>Prehensile Tail:</strong> A kobold with this trait adds its proficiency bonus to Dexterity (Acrobatics) and Strength (Athletics) checks. It can also use its tail as an extra hand, although it can only be used to wield a weapon with the Light trait.</li> <li data-xf-list-type="ul"><span style="color: #000000"><strong>Miner's Fortitude:</strong> A kobold with this trait doubles the amount of time it can hold its breath for, and gains Advantage on Constitution (Endurance) checks made against harsh environments.<br /> </span></li> <li data-xf-list-type="ul"><span style="color: #000000"><strong>Ambusher:</strong> Enemies suffer Disadvantage on Passive Perception checks made to detect a hidden kobold with this trait.</span></li> </ul></blockquote><p></p>
[QUOTE="QuietBrowser, post: 6949763, member: 6855057"] Alright... I was hoping to get some more feedback first, but I guess I'll go ahead and draft up my firs Kobold reenvisioning now that I got all these examples and possible traits to use. On a similar topic... while I do like the basic idea of the Gnoll as I did it up, dividing it between the demonic Butcher's Brood, the primal Hyena's Soul, and the mystical/necromantic Bouda, I feel it could use some beefing up. The Bouda in particular. Would anyone be interested in helping me figure out how to do so? For example, in Pathfinder, the Bouda is a gnollish Witch archetype, with the unique abilities of an "evil eye" hex and the ability to shapeshift into a hyena (regular or dire). Perhaps adding features based on these might work? Additionally, as brought up in one of my other topics ( [url]http://www.enworld.org/forum/showthread.php?498138-UA-Warforged-vs-Keith-Baker-s-Warforged[/url] ), there's currently two "official" Warforged renditions for 5e. Of the two, I prefer Keith Baker's version, but I'm still not entirely happy with it. I want to make my own take on it, but there's something I wanted to figure out: back in 3e, there was a Large sized version of the Warforged called the Warforged Titan, correct? Since 5e has simplified Large races to the formula of "Medium with Powerful Build racial feature" (even if they do seem to overestimate that feature's actual value), perhaps the right combination of "big, tough, powerful" racial features could allow for a Titan subrace to be viable? Also, is there any sort of penalty due to not wearing armor without proficiency for it? I've been trying to figure out a way to make the "you can attach armor to yourself permanently" aspect of Integrated Armor actually, you know, worth something, and what I'm currently leaning towards is that either it gives you advantage on Constitution saves or else it lets you wear a heavier suit of armor without needing to get proficiency for it first. Anyway, on to the Kobold... So, what do folks think of this below? I would like to add some traits - I still want to do the "Spark of Magic" or other spell-like abilities traits as a Draconic Gift, and maybe there's some more hidden gems in the other PF or idea-based traits I listed before. [U]Kobold, First Draft:[/U] [B]Ability Score Modifier:[/B] +2 Dexterity, +1 Intelligence [B]Size:[/B] Small [B]Speed:[/B] 30 feet [B]Vision:[/B] Superior Darkvision [B]Pack Tactics:[/B] A kobold can use the Help option as a Reaction if it is within 5 feet of an ally. [B]Sunlight Sensitivity:[/B] A kobold suffers Disadvantage on Attack Rolls and Wisdom (Perception) checks based on sight if it or its target is in direct sunlight. [B]Gift of the Dragons:[/B] A kobold has a single racial trait selected from the Draconic Gifts subtable below. [B]Strengths of the Kobold:[/B] A kobold has two racial traits selected from the Kobold Mutations subtable below. [I]Draconic Gifts:[/I] [LIST] [*][B]Wings:[/B] A kobold with this trait can double the distance it travels upon making a Strength check to jump. Additionally, it has a Fly speed of 10 feet, which increases by +10 feet at 3rd level and 5th level. [*][B]Dragonmaw:[/B] A kobold with this trait can choose to bite when making an unarmed strike, causing its attack to inflict D4+Str modifier Piercing damage. Additionally, once per encounter, upon delivering a successful bite attack, a kobold with this trait can inflict further elemental damage. The elemental type is chosen at character creation from the list of Fire, Acid, Cold, Electricity or Poison, and cannot be changed afterwards. The bonus damage is +D6 points, and scales as per a cantrip. [*][B]Fundamentum:[/B] A kobold with this trait has a breath weapon that it can use once per long rest. Treat this as an unarmed strike with a range of 15 feet inflicting D10 elemental damage (scaling as per a cantrip). The elemental type is chosen at character creation from the list of Fire, Acid, Cold, Electricity or Poison, and cannot be changed afterwards. [*][B]Hide of the Dragon:[/B] The default AC of a kobold with this trait is 12+Dex modifier. They can still benefit from wielding a shield, and can use their natural armor to determine their AC if the armor they are wearing would ordinarily leave them with a lower AC. [*][B]Shield of the Dragon:[/B] A kobold with this trait has resistance to ONE damage type from the following list: Fire, Acid, Cold, Electricity or Poison. This choice cannot be undone later in the game. [/LIST] [I]Kobold Mutations:[/I] [LIST] [*][B]Draconic Cunning:[/B] Ability score modifiers become +2 Int, +1 Dex, replacing the default ability score modifiers. [*][B]Draconic Presence: [/B]Ability score modifiers become +2 Cha, +1 Dex, replacing the default ability score modifiers. [*][B]Tunnel Scurry:[/B] A kobold with this trait gains a Climb speed of 30 feet and is not slowed by squeezing into a smaller space. Additionally, it does not suffer suffer disadvantage whilst squeezing, nor does it offer combat advantage whilst squeezing. [*][B]Tactical Retreat:[/B] Once per short rest, a kobold with this trait can Disengage and move full speed as a bonus action. Allies within 5 feet can also spend a reaction to do the same thing. [*][B]Pack Defense:[/B] If within 5 feet of a non-incapacitated ally, a kobold with this trait can leave a creature's space without drawing an Attack of Opportunity. [*][B]Silver-Tongued:[/B] A kobold with this trait gains Proficiency in Charisma (Persuasion, Deception, and Performance) checks. [*][B]Trapmaster: [/B]A kobold with this trait has Advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect traps, and on Intelligence checks made to disable traps. Additionally, once short rest, if a kobold triggers a trap, it can use its Reaction to transfer half of the damage it takes from that trap to an adjacent enemy. [*] [*][B]Cunning Tinkerer:[/B] As per the Rock Gnome's Tinker trait (see PHB pg 37). [*] [*] [*][B]Dayraider:[/B] The kobold loses Sunlight Sensitivity, but downgrades its vision from Superior Darkvision to only Darkvision. [*][B]Prehensile Tail:[/B] A kobold with this trait adds its proficiency bonus to Dexterity (Acrobatics) and Strength (Athletics) checks. It can also use its tail as an extra hand, although it can only be used to wield a weapon with the Light trait. [*][COLOR=#000000][B]Miner's Fortitude:[/B] A kobold with this trait doubles the amount of time it can hold its breath for, and gains Advantage on Constitution (Endurance) checks made against harsh environments. [/COLOR] [*][COLOR=#000000][/COLOR][COLOR=#000000][B]Ambusher:[/B] Enemies suffer Disadvantage on Passive Perception checks made to detect a hidden kobold with this trait.[/COLOR] [/LIST] [/QUOTE]
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