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Kobold Scavenger in Dungeons & Dragons 5e

Kobold Scavenger

Ability Score Increase +1 Dex, +2 Int
Size Small
Speed 30

Kobold Scavengers are the smart type kobolds, oftentimes the pesky traps found in a kobold den are designed by this type of kobold.  They are raised to use whatever they have at their disposal to protect what is theirs and get the job done.     Age: Kobolds reach adulthood at age 6, and can live up to 120 years (but rarely do so).   Size: Kobolds are generally between 2 and 3 feet tall, and weigh between 25 and 35 pounds. Your size is Small.   Speed: Your base walking speed is 30 feet.   Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were in dim light. You can't discern color in darkness, only shades of gray.   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.   Gear-smith: You can quickly craft a single item of adventuring gear during a long rest. You may only craft the items below, and only if you have the appropriate tool, and possess the DC provided. If you fail your Tool check, you may try to craft a different item, but only once, have no value to merchants, and are rendered useless after your next long rest.  

DC Item Name Tool
10 Hunting Trap Smith's Tools
12 Alchemist's Fire Alchemist's Supplies
13 Acid Alchemist's Supplies
15 Basic Poison Poison Kit
  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.   Use What You Got: You are proficient in all improvised weapons and you increase the damage die of improvised weapons to a D6.  You may use your Intelligence in place of Strength or Dexterity for your attack and damage.  You must use the same modifier for both rolls.  This also affects Adventuring Gear, such as Alchemist's Fire, increasing damage per round.   Gear Tinker: You are able to more effectively use your creations; change the saving throws of your crafted gear.  Gear Save DC = 8 + your Proficiency bonus + your Intelligence modifier.   Mind at Work: You gain proficiency in two tools, or one tool and one skill of your choice.

Languages. You can speak, read, and write Common and Draconic.


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