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Kobold Feats

Feat ASI Prerequisites
Chameleon Hide Dex or Wis As action, change your scales to match the terrain, gaining adv. on Dex (Stealth) to hide for 1 minute when you hold still. Usable PB/LR.
Draconic Breath 5th level Gain a line or cone breath weapon that deals 2d6 acid/cold/fire/lightning/poison damage increasing with level. Usable PB/LR.
Draconic Claw Gain unarmed strike with claws dealing 1d6 slashing damage, using either Str or Dex. Can be used off-hand.
Draconic Heritage must be 1st level Learn a skill and gain a damage resistance based on the true dragon species you trace your heritage to.
Draconic Legacy Int, Wis or Cha Spellcasting or Pact Magic, able to cast 3rd-level spells Learn a 1st-level and 3rd-level spell corresponding to your draconic heritage.
Draconic Power Spellcasting or Pact Magic When you cast a spell that deals damage of the kind matching your draconic heritage, a number of up to your Cha mod make their saves with disadv. Usable PB/LR.
Frightful Presence Charisma 15 or higher, Intimidation proficiency During 1st turn, as bonus action, choose a number of foes up to your Cha mod. Each makes a Wis save or are frightened of you for 1 min or until they save.
Natural Engineer Int or Wis Int 13 or Wis 13 Gain savant ability to estimate quantity, distance, area and volume by sight. Gain proficiency with improvised weapons. Deal full damage to objects and structures.
Pack Tactics If an ally is within 5 feet of a foe and isn't incapacitated, you have adv. on melee attacks against the creature.
Scaled Protector Wis or Cha Cleric, Druid, or Paladin When using Draconic Cry, a number of allies up to your PB gains temp hp = 1/2 your level + Cha mod, lasting 1 minute. Usable 1/SR.
Legend
1/SR Usable once per short rest
adv. advantage
disadv. disadvantage
hp hit points
PB/LR Usable a number of times
per long rest equal to
your proficiency bonus
Chameleon Hide

Your scales can subtly shift color, helping you vanish when still. This natural camouflage reflects the cunning and survival instincts of your kind.

Prerequisite: Kobold

Benefits:

  • Increase your Dexterity or Wisdom score by 1, to a maximum of 20.

  • As an action, you can change the color of your scales to match the terrain around you. For 1 minute, you have advantage on Dexterity (Stealth) checks made to hide. To gain this benefit in a turn, you must hold still. You can use this feature a number of times equal to your proficiency bonus per long rest.

Draconic Breath

Your draconic blood manifests in the form of a devastating breath weapon, echoing the power of true dragons.

Prerequisites: Kobold, 5th level

Benefits: You can use your action to exhale destructive energy. Select a draconic ancestry from the table to pick the energy type and dimensions of the exhalation.

Breath Weapon. When you use your breath weapon, each creature in the area must make a saving throw as determined by your ancestry. The DC for this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. You can use this ability a number of times equal to your proficiency bonus per long rest.

Dragon Type Damage Type Breath Weapon Saving Throw
Black Acid 5 by 30 ft. line Dexterity save
Blue Lightning 5 by 30 ft. line Dexterity save
Brass Fire 5 by 30 ft. line Dexterity save
Bronze Lightning 5 by 30 ft. line Dexterity save
Copper Acid 5 by 30 ft. line Dexterity save
Gold Fire 15 ft. cone Dexterity save
Green Poison 15 ft. cone Constitution save
Red Fire 15 ft. cone Dexterity save
Silver Cold 15 ft. cone Constitution save
White Cold 15 ft. cone Constitution save

Special: If you have multiple feats that all depend on choosing a draconic ancestry, you must choose the same dragon species for all feats.

Draconic Claw

Your draconic ancestry manifests in hardened claws, turning your hands into natural weapons.

Prerequisite: Kobold

Benefits: You gain an unarmed strike made with your claws that deals 1d6 slashing damage and which has the light and finesse traits. You may use Strength or Dexterity for the attack and damage rolls of your claw attack.

When you take the Attack action on your turn and make a weapon attack, if you have a hand free, you can make one unarmed strike with your claws as a bonus action. You don't add your ability modifier to the damage of this bonus action attack unless that modifier is negative.

Draconic Heritage

Prerequisites: Kobold, 1st level only

Your bloodline carries the ancient power of dragons. Whether through direct lineage or deep ancestral magic, your draconic traits have manifested.

Benefits:

Choose one type of dragon from the table below.

  • You gain resistance to the damage type associated with your chosen dragon heritage type.

  • You gain proficiency in the skill associated with your dragon heritage type. If you already have proficiency you gain Expertise in the skill. If you already have Expertise, you gain no further benefit.

Dragon Type Damage Type Associated Skill
Black Acid Stealth
Blue Lightning Intimidation
Brass Fire Persuasion
Bronze Lightning Insight
Copper Acid Stealth
Gold Fire Medicine
Green Poison Stealth
Red Fire Intimidation
Silver Cold History
White Cold Survival

Special: If you have multiple feats that all depend on choosing a draconic ancestry, you must choose the same dragon species for all feats.

Draconic Legacy

Your draconic ancestry grants you a permanent connection to arcane magic, awakening latent spells tied to your lineage.

Prerequisites: Kobold, Spellcasting feature or Pact Magic feature, able to cast 3rd-level spells

Benefits:

  • Increase your spellcasting ability score (the ability you use to cast spells—typically Intelligence, Wisdom, or Charisma) by 1, to a maximum of 20.

  • Choose the type of dragon from the table below that reflects your draconic ancestry. If the two spells are not on your class's spell list, they are added to it.

    • If you prepare spells, then you always have them prepared and they do not count against your limit on spells prepared.

    • If you learn spells, then you learn these two. You always know them, and they do not count against your limit of known spells.

    • If you keep a spellbook, then you scribe these two spells into it for free.

Dragon Type 1st-Level Spell 3rd-Level Spell
Black ray of sickness stinking cloud
Blue witch bolt lightning bolt
Green charm person plant growth
Red burning hands fireball
White fog cloud sleet storm
Brass absorb elements suggestion
Bronze heroism dispel magic
Copper silent image hypnotic pattern
Gold bless daylight
Silver feather fall wind wall

Special: If you have multiple feats that all depend on choosing a draconic ancestry, you must choose the same dragon species for all feats.

Draconic Power

Your draconic lineage empowers your spellcasting with elemental precision and force, amplifying the energy tied to your heritage.

Prerequisites: Kobold, Spellcasting feature or Pact Magic feature

Benefits: Use the table to pick a type of elemental damage-dealing spell based on your draconic ancestry.

When you cast a spell that deals damage of the type associated with your draconic ancestry, you can force a number of creatures equal to your Charisma modifier (minimum one) to make their saving throws against the spell with disadvantage.

You can use this feature a number of times equal to your proficiency bonus per long rest.

Dragon Type Damage Type Associated Spells Tag
Black Acid Spells that deal acid damage
Blue Lightning Spells that deal lightning damage
Brass Fire Spells that deal fire damage
Bronze Lightning Spells that deal lightning damage
Copper Acid Spells that deal acid damage
Gold Fire Spells that deal fire damage
Green Poison Spells that deal poison damage
Red Fire Spells that deal fire damage
Silver Cold Spells that deal cold damage
White Cold Spells that deal cold damage

Special: If you have multiple feats that depend on a draconic ancestry, you must choose the same dragon type for all such feats.

Frightful Presence

You can exude a terrifying aura when you go on the offensive, echoing the dread of your draconic forebears.

Prerequisites: Kobold, Charisma 15 or higher, Intimidation proficiency

Benefits:

In your first turn of combat, you can use a bonus action to instill fear. Choose a number of creatures within 30 ft. up to your Charisma modifier that can see and hear you. Each must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On failure, they are frightened of you for 1 minute.

Each creature can repeat the save, at the end of its turn, ending the effect on a success. A creature that saves becomes immune to this effect for 24 hours. Dragons are immune to this effect.

You can use this trait once, and you regain the ability to do so when you finish a short or long rest.

Natural Engineer

You learned early that anything built can be taken apart.

Prerequisites: Kobold, Intelligence 13 or Wisdom 13

Benefits:

  • Increase your Intelligence or Wisdom by 1, to a maximum of 20.

  • Your attacks deal full damage to objects and structures, and damage you deal to them is not reduced by any minimum-damage requirement or similar limitation.

  • You gain proficiency with improvised weapons.

  • Engineer's Eye. You can instantly estimate quantity, distance, area, and volume by sight:

    • You can accurately count or approximate the number of visible objects

    • You can gauge dimensions within 5 percent accuracy

    • You can perform mental math involving 1- to 3-digit numbers without needing tools.

    • You have advantage on ability checks where precise visual measurement or rapid calculation would help.

Pack Tactics

You excel at coordinated fighting alongside your allies.

Prerequisite: Kobold

Benefit: You have advantage on a melee 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.

Scaled Protector

You exemplify the Kobold ideal of precise, tactical support— bolstering your allies and empowering their defenses when it matters most.

Prerequisites: Kobold; Cleric, Druid, or Paladin level 1

Benefits:

  • Increase your Wisdom or Charisma by 1, to a maximum of 20.

  • When you use your Draconic Cry, you can choose a number of allies within 10 ft. of you equal to your proficiency bonus. Each chosen ally gains temporary hit points equal to half your level (rounded up) + your Charisma modifier. These temporary hit points last for 1 minute. You can use this feature once per short rest.