Running an in-person campaign for the first time in what feels like forever and have been working on a setting for it for a while now. It’ll be using D&D 5e. Here’s some stuff on kobolds.
Hailing from the idyllic hilly grasslands of the First Coast, kobolds were the first species that the aboleths took under the wing, making the first moves to becoming the empire they have now. With a historied nomadic warrior tradition and a natural inclination towards cooperation and exploration, they were instrumental in setting the Mazzahim foundations. They’ve found themselves settled deeply as the backbone of the military caste and probably have the most flexibility in how they approach their caste, some reaching senior command and many retaining face while working soldier roles outside of the military.
Kobolds are small statured bipedal furry mammals with muskelid-like features and seem supremely well-adapted to survive in most terrains and climates. Hard working, attentive, communicative, mission-oriented, and prolifically breeding, just a handful of kobolds can quickly turn into a civilization in any environment. This means even though kobolds were the rarest initial homesteaders by far on the Sixth Coast, with their offspring they have quickly become the most common by far. This doesn’t actually impact the geography of the region much however, as their well-hidden burrows blend in seamlessly with the landscape. They’ve so far proved themselves to be excellent neighbors.
Although they can seem family-oriented, this impression often has incorrect assumptions. Kobolds are group- and mission-focused. With as numerous as their families can be, while individuals are shown affection, they’re soldiers. And very used to the grim realities of conflict.
Ability Score Increase. Your Dexterity score increases by 1.
Age. Kobolds mature in their first year, reach middle age by 35, old age by 45, and are venerable by 50 years old. Once venerable, they have a 1% chance of dying every week.
Size. When standing, kobolds are a little under 3 feet tall on average. Your size is Small.
Speed. Your base walking and climbing speeds are 40 feet.
Acclimatization. You do not suffer penalties from extreme heat and cold of harsh climates.
Darkvision. You have darkvision out to 30 feet.
Fury of the Small. When you damage a creature with an attack and the creature’s size is larger than yours, you can cause the attack to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can’t use it again until you finish a short or long rest.
Limited Telepathy. You may communicate with creatures within 30 feet that you share a language with.
Natural Trapper. You have advantage on Survival checks made to construct simple makeshift traps.
Nimble. You can move through the space of any creature that is of a size larger than yours.
Skirmish Weapon Training. You have proficiency with daggers, scimitars, spears, and whips.
Language. You are fluent in Jabber, Kobold, and Mazzan.