PF to 5e Conversion: Kobold Bloodline Sorcerous Origin

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So... I'm not really sure how to open this, so I'll just spit it out. I'm a huge fan of kobolds. For some reason, the draconic runts have always stuck with me, and I really like finding a place for them in my settings. In fact, they're one of the most prominent PC races in my Malebolge setting, a fantastical post-apocalyptic world where they are the cursed/mutated descendants of the now-lost race of dragons.

One of the similarities between Pathfinder and D&D 5e is that both make use of subclass mechanics to broaden the abilities of a base-class - 5e has them more "baked in" than Pathfinder does, though. In the Advanced Race Guide, the Kobolds got their own sorcerous bloodline (the archetype/subclass for Pathfinder's sorcerers), which was a mutation of the Draconic bloodline that more emulated their own inherent abilities; Disable Device as a class skill, spells relating to guarding an area/emulating dragons/manipulating an underground environment, the ability to create "trap runes" that blew up if enemies got near, supernatural sense for traps, the ability to burn spells to let allies hit enemies they are flanking better, earth gliding and increased ability to move through the spaces of other creatures.

Official write up here, hopefully that's allowed since it's published online: http://www.d20pfsrd.com/classes/cor...l-bloodlines/kobold-bloodline-sorcerer-kobold

Anyway, I think the Kobold Bloodline has a lot of flavor to it, especially since, as I said, I like to use kobolds as a PC race. Do folks think it could be converted to 5th edition in a way that would still function? If yes, I'd really appreciate any help in figuring out how to make it happen.
 
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Alright, let's see what I can do when I actually try to make this work... looking at the PHB, all Sorcerers get 2 1st level features, one 6th level feature, one 14th level feature, and one 18th level feature from their Sorcerous Origin. We have the official version to compare it to, so how might they cross-over?

The Kobold Bloodline, in PF, is a combination of a draconic archetype, an earth-manipulating archetype, and a roguish (trapmaster) archetype. With this in mind, my current kneejerk list of features looks something like this...

1st Level Feature: Draconic Ancestry
As per the Draconic Bloodline feature of the same name. You can spend 1 Sorcery Point to gain Damage Resistance to your ancestor's associated damage type for 1 hour.

1st Level Feature: Trapsense
You gain Proficiency with Thieves Tools and the Perception skill. When attempting to perceive or disarm traps, you double your Proficiency bonus.

6th Level Feature: Trap Runes
As a bonus action, you can spend sorcery points to cause a runic sigil imbued with elemental energy to form at a point you designate within hand's reach. This trap rune explodes in a 5ft burst if it is touched by any creature other than you, inflicting 3d6 (4d6 at 11th level, 5d6 at 16th level) elemental damage - this damage is chosen from the list of Acid, Cold, Fire, Lightning and Poison when you create the trap rune. Creatures caught in the explosion can attempt a Dexterity saving throw (DC 8 + your Charisma modifier + your proficiency bonus) to halve the damage taken on a successful save. It costs 2 Sorcery Points to create 1 trap rune, and it remains in place for eight hours or until triggered, whichever comes first.

14th Level Feature: Arcane Ambusher
You no longer provoke opportunity attacks whilst moving through the space of an enemy creature.

18th Level Feature: Mineghost
You gain the Earth Glide racial trait. This is a Burrow speed equivalent to your default movement speed, but benefiting from any class-based improvements to movement speed. Unlike a normal Burrow speed, you do not displace the earth you are moving through, instead passing through it as though you were ethereal.
 
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Buggerit! I forgot to add these to my last post...

Kobold Bloodline on non-kobolds: Understandably, folks may not want to either play a kobold or play in a setting where kobolds are draconic enough that they can crossbreed with other races. In such a world, consider revising the "Kobold Magic" origin; for example, a sorcerer with that origin may either have been a slave/ally of kobolds and learned to work magic the way that they did, descend from someone who did, or simply have the blood of one of the subterranean dragon species in their veins - Purple or Adamantine, for example - rather than the more aerial and majestic creatures of standard Draconic Sorcerers.

And I don't know where this feat idea came from, but it just felt right, somehow...

Feat: Draconic Mutt
In your veins flows the lineage of not one but two different kinds of dragon, and although initially one dominated, the other has awoken through your constant tapping of your ancestral power.
Prerequisite: Draconic Ancestry trait
Effect: Choose a second breed of dragon from the Draconic Ancestry list. You now count as descending from both this type of dragon and your original selection for terms of determining other traits affected by your Draconic Ancestry. This includes the Damage Resistance and Breath Weapon of Dragonborn (although a Dragonborn can still only use its Breath Weapon once per short rest) and the Elemental Affinity of Draconic Bloodline Sorcerers.
 

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