The first kobolds were shaped from stone by lonely dragons deep within The Underdark, making them the only creatures made for the subterranean expanses of En. Nowadays, some kobolds live integrated into various Underdark communities, living in their own isolated communities, or are members of a dragon's kingdom. Still, others have made their way to the surface world to explore its reaches.
Relations of other Races
Description
Physical Appearance
Kobold scales tend to be rust colored, although the occasional kobold sports a scale color more akin to that of a chromatic or a metallic dragon.

Ability Score Increase
When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Creature Type
You are a Humanoid (Kobold).
Age
Kobolds reach maturity at age 6, and can live slightly over a century.
Size
You are Small.
Speed
Your walking speed is 30 feet.
Superior Darkvision (Homebrew Alteration)
You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Sunlight Sensitivity (Homebrew Addition)
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.
Draconic Cry
As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Kobold Legacy
Kobolds’ connection to dragons can manifest in unpredictable ways in an individual kobold. Choose one of the following legacy options for your kobold:
Craftiness. You have proficiency in one of the following skills of your choice: Arcana, Investigation, Medicine, Sleight of Hand, or Survival.
Defiance. You have advantage on saving throws to avoid or end the frightened condition on yourself.
Draconic Sorcery. You know one cantrip of your choice from the Sorcerer. Intelligence, Wisdom, or Charisma is your spellcasting ability for that cantrip (choose when you select this race).
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
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