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Kobold Shaman Iconic / Arcane Trickster Rogue
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Racial Traits:
+2 Wisdom, Dexterity, Intelligence
-2 Strength, Charisma, Constitution
+1 size bonus to AC
+1 size bonus to attack rolls
+4 size bonus to hide checks
Carrying capacity 3/4 that of a Medium character
-4 intimidate penalty for each class size lower
+2 racial bonus on Disable Device and Move Silently checks
Racial Evasion: +5% racial bonus to evasion
Weapon proficiencies: light crossbow, heavy crossbow, great crossbow, throwing axe, quarterstaff, scepter, dagger
Deity Feats:
All Eberron except Lord of Blades
The Traveler: Now available to all Eberron races
Favored weapon: Throwing Weapons
Level 1: Proficiency to all throwing, +1 to hit
Level 6: The Traveler's Gift, grants the speed boost of haste, but not the attack boost for 1 min per character level. Also grants a small HoT for the duration (5% hp once every 10 seconds). Based on Traveler's Gift from P&P
Level 20: DR 10/Lawful
CORES:
1) +1 dodge, +2 move silently/spellcraft
2) +1 selector: intelligence/wisdom/charisma
3) +1 dodge, +2 move silently/spellcraft
4) +1 selector: intelligence/wisdom/charisma
5) You gain invisibility guard, +2 dodge, +2 move silently/spellcraft
Tier 1 Pick one SLA/Ability/bonus: Magic Missile, Niac's Cold Ray, Acid Splash, Alchemist's Fire Flask, +1 hide/move silently/disable
Tier 1 You hop when tumbling, briefly passing through enemies as you do so (deep gnome's illusory escape, but with hop animation)
Tier 1 Stealth or Spellcraft: +1/2/3 to hide/move silently OR +1/2/3 Spellcraft/concentration
Tier 1 kobold weapon training +1 hit/damage light crossbow, heavy crossbow, great crossbow, throwing axe, quarterstaff, scepter, dagger
Tier 1: Conjure Kobold Fire Flask selector (throwing flask with AOE fire damage, scales on fire spellpower or disable device)
Tier 2 Pick one SLA/Ability/bonus: Scoarching ray, Conjure Fire Trap, Lucky Stick (bless a chest with a voice line and animation of beating a chest with a lucky stick, 1/rest.), Lightning Bolt, Melf's Acid Arrow, +2 hide/move silently/disable
Tier 2 kobold weapon training +1 hit/damage light crossbow, heavy crossbow, great crossbow, throwing axe, quarterstaff, scepter, dagger
Tier 2 Natural magic: All weapons are considered implements
Tier 2 Greed: Once every 5 minutes, gain a buff when looting gems. Different buff based on the color of the first looted gem.
Tier 2 SLA: Invisibility
Tier 3 Pick one SLA/Ability: Kobold blessing (bless animation, grants attack roll bonuses and minor bonus to search and spot) 1/rest for double character level in minutes, Freedom of Movement SLA, Chain Lightning SLA, Mass Invisibility SLA, +3 hide/move silently/disable
Tier 3 +5/10/20 spellcraft
Tier 3: +1/2/3 evocation DCs
Tier 3: Action boost: Sprint
Tier 3 kobold weapon training +2 hit/damage light crossbow, heavy crossbow, great crossbow, throwing axe, quarterstaff, scepter, dagger
Tier 4 Pick one SLA/Ability: Thunderstroke, Polar Ray, Mass Greed (doubles platinum drops from chests, doubles collectibles received from mob drops and nodes, AOE), Pack Tactics (Mass +1 racial bonus to hit), +4 hide/move silently/disable
Tier 4 favored enemy selector (gnome, elf, human, dwarf)
Tier 4: Escape hatch (ddoor with tunnelling animation)
Tier 4 kobold weapon training +2 hit/damage light crossbow, heavy crossbow, great crossbow, throwing axe, quarterstaff, scepter, dagger
Tier 4 Grovel, cower, and beg bluff, but based off 3x character level. Used 3 times per rest.
All SLAs scale off of highest caster stat unless stated otherwise
Kobolds in dnd and ddo have some interesting features that could carry over to a playable race.
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Volo's guide to monsters:
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1. Pack Tactics:
You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
2. Grovel, Cower, and Beg:
As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.
I've used it for crossbow builds to gain advantage on things being attacked.
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Mordenkainen Presents: Monsters of the Multiverse
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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 spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for that cantrip (choose when you select this race).
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.
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Within DDO
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My impression is that kobolds are the unionized construction workers that care for the city's sewers in exchange for shelter, but sometimes cause trouble. They love shiny things, traps, and lightning bolting things into oblivion. They are sneaky rogues with the ability to hop back out of melee in a pinch. They often get into trouble and are very talkative comedic relief.
Putting it all together into a playable race:
Kobolds could be good for rogues and electric casters, perhaps with a Kobold Shaman as an iconic race, giving them racial magic missile and chain lightning with caster level scaling off of character level. They could take models of existing kobolds. Armor could take the predominant color to alter their appearance, to save on art assets.