Make New Races: Wingin' It

steeldragons

Steeliest of the dragons
Epic
Kobolds

Seems one of the races I keep seeing people ask about. I don't/would never use them as a PC race. But it seems some folks like 'em. So here's giving them a shot...I am modeling them, mostly, from how I picture/use them in my own homebrew world of Orea.

Kobold Traits
Your kobold character looks to trickery and stealth to survive and make advances in the world of the big and powerful folk.
Abilities: +1 to Dex. +1 to Con.
Age: Kobolds mature rapidly, by human standards, achieving physical adulthood in only 3 years. The kobold life cycle is not actually known, adults rarely survive later in life than 20-30 years before meeting an untimely end. Stories of tribal "ancients"/elders of up to 50 years, however, have been reported.
Alignment: Generally speaking, kobolds are conniving and enjoy exercising cruelty on the few creatures over which they can exhibit power. They are often, almost on a genetic level, afflicted with an innate greed, particularly for precious metals and stones they value, to rival mad dwarves or avaricious dragons. Under a particularly intelligent or cunning leader, they can be very organized and capable of impressive feats of digging/mining - and trap creation. All in all, the stronger and more intelligent bully their way into positions of authority which they maintain through threat, superior power, and [naturally] outright bribe. As a society and individuals, most kobolds fall into a Neutral Evil mentality and philosophical outlook.
Size: Small. Kobolds rarely exceed 3.5 with a rarity (1 in 100) of "large" specimens topping out at 4 feet.
Speed: walking speed 25'.
Darkvision: 120'.
Sunlight Sensitivity: as the drow.
Stone Stealth: Kobolds can attempt to hide, even only pressed up against unworked stone surfaces or lightly obscured areas, in any subterranean environment. They gain advantage for all Stealth [Dex] rolls underground.
Kobold Nimbleness: as the Halfling Nimbleness ability.
Scurry: the Kobold is able to climb and grip vertical surfaces (with hands and, if unshod, feet) at their normal movement rate. You have advantage on all climb check (such as a smoothed or slippery surface)
Pack Tactics:
Note that I do not have the MM so I do not know, exactly, what Pack Tactics are. But if it's anything like what it sounds, I see no reason it couldn't be used by PC kobolds with their fellow adventurers constituting their "pack" to gain whatever the advantages are. If that is, in fact, over-powered, then just ignore this.
Subraces: Their prodigious breeding and fast maturity rate have helped kobolds maintain their populations in a world that can easily crush them. By living on the scraps and in the shadows of other societies, different types of kobolds have advanced in a few different evolutionary directions. With your DM's approval, you may select one of these kobold types: Furscale, Skaven, Wyrmspawn.

Furscale a.k.a. Bluefur a.k.a. (derogatory) "Yappers"]
These scaled canine-looking kobolds have a mix of fur and reptilean scales covering their body with small vestigial horns or thin, rat-like tails. Their fur ranges a dusty-looking greyish blue to deep indigo-nearly black. Their scales, similarly range from bright to dark blue or blue-grey. They are the "default" kobold of the world. Unless overwise specified, all kobold pc's or npc's encountered are considered Furscale kobolds.
As a Furscale Kobold, you gain the following traits in addition to the common kobold traits listed above:
Abilities: Your Dex. or Con. increase by an additional +1.
Grenadier: You have advantage on thrown weapons [including such things as flasks of oil or breakable clay pots full of acid...or feces].
Kobold Clamor: If contained within a closed area of no more than 20' wide, you yip and yap, high-pitched whistles and barks, and gurgling growls that distract and irritate during your attack. Everyone within 10' radius have disadvantage on saves while you maintain this annoyance. You can maintain a Clamor for a maximum of level rounds per day, used at your discretion and split up as desired as long as the total rounds per day does not exceed your allowance.
Languages: Kobold, Common, Goblin, Gnome.

Ratling a.k.a. Ratfolk
These kobolds have a distinct rodent/rat-like appearance in the face and snout and very dexterous rat or raccoon-like hand-paws. Their body appears entirely mammalian, covered in a thick coat of pale to dark greys, browns, rust red or black. Their vestigial horns are barely more than bumps on their heads beneath the fur above their red beady eyes and they do retain a rat tail, thicker and longer than furscale kobolds. Rat Kobolds are more likely to be found in the sewers and undercities of metropolitan areas, as their furscale cousins are in mountains and mines, but anywhere underground or out of the light, or anywhere regular/animal rats dwell, will do. Other than their smaller size, they are easily mistakable for and often found in league with Wererats.
As a Ratling Kobold, you gain the following traits in addition to the common kobold traits listed above:
Abilities: Your Str. increases by 1.
Pestilence: Your bite inflicts a disease of DC8 + proficiency bonus. Which disease and subsequent effects are determined randomly by the DM.
Ratling Resistance: You are immune to disease. You have resistance to damage from poison and toxic substances.
Languages: Kobold, Common, Gnome, and can speak to rats, mice and burrowing rodents of all kinds.

Wyrmspawn a.k.a. Reptilean Kobolds
These kobolds seem to have eschewed all of their mammalian traits, appearing as small completely hairless reptilean creatures, covered in scales of a muted grey or browned tinted shades of the colors of evil dragonkind: rust red, grey-blue, dingy dusty grey, dull soot black, grey or brownish green. They have shortened reptilian tails and a dragon-like snout and ridged head with [slightly larger or differently shaped than Furscale] horns. They claim a direct lineage with some species of dragonkind, viewing other kobold-kin as devolved mongrels, far beneath the wyrmspawn's "noble" origins [the truth of the matter is precisely the reverse, with Wyrmspawn kobolds once being "normal" furscales engineered through selective breeding and magic by evil dragonkind as a servitor race in ages past]. Different tribes claim different draconic ancestry and lend themselves to the environments of that particular dragon type, if not in/coming from direct service to one of the great wyrms. At this point, most kobolds of all draconic breeding are intermingled tribes and will happily serve any type of evil dragonkind (e.g., you could have "red" wyrmspawn kobolds serving a blue dragon or vice versa).
As a Wyrmspawn Kobold, you gain the following traits in addition to the common kobold traits listed above:
Abilities: Your Int. increases by 1.
Wyrmspawn Resistance: You have resistance to damage from one of the following types of energy or substance, according to the type of dragon from which you choose your character to be spawned: fire, cold, lightning, acid, poison.
Breath Weapon: as the Dragonborn Breath Weapon ability [DC8 +Con.] with the following alterations: Range only extends to 5' in front of the kobold...it's more a "Belch" than a real Breath Weapon. Damage begins at only 1d4, increases to 2d4 at 6th level, 3d6 at 11th level and range increases to 10'. Damage type: fire, cold, lightning, glob of acid or poison gas, is again keyed to the type of dragon you choose for your PC's ancestry.
Languages: Kobold, Common, Gnome, Draconic.
 
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SpaceOtter

Drifting in otter space
My take on the Svirfneblin, based directly on their MM entry:

New Gnomish Subrace
Gnome, Deep (Svirfneblin)

The standard Gnome Traits of Ability Score Increase, Age, Alignment, and Gnome Cunning are unchanged. The following are the subrace details and modified standard Gnome traits.
Ability Score Increases: Your Strength score increases by 1.
Size: Despite averaging only 3 feet in height, svirfneblin weigh 100 to 120 pounds. Your size is Small.
Speed: Svirfneblin are stockier and much heavier than other gnomes and so are slower. Your base walking speed is 20 feet.
Languages: You can speak, read, and write Gnomish, Terran and Undercommon.
Stone Camouflage: You have advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Superior Darkvision: Your darkvision has a radius of 120 feet.
Sunlight Sensitivity: You have disadvantage on attack rolls and 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.
Svirfneblin Magic: When you reach 3rd level, you can cast the disguise self spell once per day. When you reach 5th level, you can cast the blindness/deafness and blur spells each once per day. When you reach 7th level, you can also cast the nondetection spell at will, but only on yourself. Intelligence is your spellcasting ability for these spells.

Astute readers will note that I gave the deep gnome the same sunlight sensitivity flaw as the drow, despite the entry in the MM not having it. This is to balance the subrace and can be explained as continued exposure over time actually causing more problems than the brief exposure most deep gnomes will encounter.
 

SpaceOtter

Drifting in otter space
And my MM- and Dragon Ecology-based take on the Kenku. Not so sure about the Ambusher ability here.

Kenku
Age:
Kenku mature and age at a rate similar to that of humans, those approaching old age seeing their black plumage steadily turning white from head to foot.
Alignment: Kenku value freedom and are flighty in nature, often chaotic, but have no great disposition towards good or evil.
Size: Kenku average 5 feet in height and 75 pounds in weight, the latter due to their partially hollow bones. Your size is Medium.
Speed: Your basic walking speed is 30 feet. Woe your loss of flight.
Ability Score Increases: Your Dexterity score increases by 2 and your Intelligence score increases by 1.
Alert and Watchful: You are vigilant against peril and watchful for such shiny baubles and treasures as you might desire, your keen black eyes always roving, your head cocking this way and that to listen. You are proficient in Perception.
Ambusher: You have advantage on attack rolls against any creature you have surprised.
Languages: You can understand and read Auran and Common.
Soft Tread: You move quietly, scarcely a ruffle of feathers in passing. You are proficient in Stealth.
Speechless: For all your deft ability to copy sounds and utterances, you are unable to simply speak, and must instead rely on creative use of your mimicry ability to vocally communicate.
Swindler: You are proficient in Deception.
Mimicry: You can mimic any sounds you have heard, including voices, even if you cannot do more than simply echo such fragments of speech. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
 

SpaceOtter

Drifting in otter space
Finally, my MM-inspired Goblins and Hobgoblins, currently works in progress. The Goblin's ability to disengage/hide as a bonus action and Expertise in Stealth was clearly too powerful, as was the Hobgob's advantage on attacking foes engaged with allies. Suggestions for a bonus to the gob's Stealth/Sneakiness and something to reflect the Hobgob's fighting in cooperation with others would be welcome.

Also, does anyone have any ideas regarding the Goblin's lifespan/aging in D&D canon?

Goblin
Ability Score Increases:
Your Dexterity score increases by 2, and depending on whether you rely more on orneriness or raw cunning, your Constitution or Intelligence also increases by 1.
Age: ???
Alignment: Goblins typically evince little bias towards law or chaos, but are most often very self-centred, petty, and evil beings.
Size: Goblins are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.
Speed: Despite their small stature, goblins are surprisingly fleet of foot. Your basic walking speed is 30 feet.
Beast Trainer: You have proficiency with Animal Handling.
Darkvision: Accustomed to life underground and nocturnal activities, you have superior vision in dark and dim conditions. 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 grey.
Kin to Rats and Wolves: Such is your natural affinity with rats and wolves that you have Advantage on Wisdom (Animal Handling) checks involving rats, giant rats, wolves, dire wolves, and worgs.
Sneaky: You are proficient in Stealth and ???.

Hobgoblin
Ability Score Increases:
Your Strength, Dexterity, and Constitution scores all increase by 1.
Age: Hobgoblins mature, age, and have the same lifespans as humans, though their harsh, warlike existence ensures that few reach old age or die naturally.
Alignment: Hobgoblins exhibit a strong tendency towards regimentation and law, but are also most often merciless and brutal, tending towards evil.
Size: Hobgoblins are lean, athletic humanoids, averaging six to seven feet tall and 200 pounds in weight. Your size is Medium.
Speed: Your basic walking speed is 30 feet.
Beast Trainer: Whether managing beasts of burden, messenger ravens, guard wolves, or riding worgs, Hobgoblins learn to employ a variety of animals. You have proficiency with Animal Handling.
Darkvision: Accustomed to life underground and nocturnal activities, you have superior vision in dark and dim conditions. 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 grey.
Hobgoblin Weapon Training: All Hobgoblins are trained to handle weaponry and shield. You have proficiency with Javelin, Greatsword, Longsword, Longbow, and Shield.
Languages: You can speak, read, and write Common and Goblin.
Warmachine: Fortifications, weapons, armor, and siege devices must all be constantly recycled, repaired, and maintained. You gain proficiency with the Artisan’s Tools of your choice: carpenter’s tools, cobbler’s tools, leatherworker’s tools, mason’s tools, or smith’s tools.
We Are Legion: ???
 

ceiling90

First Post
I think that having the Goblin able to use a bonus action to just disengage is fine. Call it "Natural Coward" or "Tactical Retreat". I feel that two free skills, darkvision and a fluff advantage aren't anything to compared to the Half-elf (it is my golden standard of races, while (variant) human is the easy measuring stick). I don't think gobbies need anything else, unless your world have more flavor and very specific goblin traits you want.

The Hob is a bit tougher, cause I would just be inclined to give them a die of sneak attack damage as long they were "flanking" ie having an ally be in 5ft of the target. But at this point that's the whole Goblinoid family is just taking bits and pieces of the Rogue class as natural abilities. I think having +1's to three abilities isn't particularly strong, but sort of weak, actually, though it does follow the implied rules of approximately +3 ASI. It might just be better to give +2 con and +1 dex or str. Maybe for We are Legion, you have advantage on damage rolls as long you and an ally are within 5ft of the target - ie you roll 2d8 take the better of the d8 + mod for damage when using a longsword etc. which i think approximates a +.25DX per die to damage overall.

Just some thoughts on that.
 

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