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Ian

3 Level (0/2700 XP for level-up) Kobold Colonist Background Kobold (BW) Race / Species / Heritage Chaotic Good Alignment
Expert
Level 3
Hit Dice: 3/3
1d6+0 Class 1

STR
8
-1
DEX
15
+2
CON
10
+0
INT
9
-1
WIS
8
-1
CHA
9
-1
16
Hit Points
+2
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
9
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+4 Dexterity
+0 Constitution
-1 Intelligence
-1 Wisdom
-1 Charisma
saving throws
+6 Acrobatics DEX
+1 Animal Handling WIS
+1 Arcana INT
+1 Athletics STR
+1 Deception CHA
+1 History INT
+1 Insight WIS
+1 Intimidation CHA
+1 Investigation INT
skills
+1 Medicine WIS
+1 Nature INT
+1 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+1 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +3 DEX 1d4+2 slashing
 Finesse, Light, Thrown (Range 20/60)
Attacks
Escaper’s Keepers. You are proficient in the Sleight of Hand skill. As a reaction to being targeted by an opportunity attack, you can make a Dexterity (Sleight of Hand) check contested by the attacking creature’s Wisdom (Perception) check. If you succeed, the attack misses, and you can take an object worn or carried by the attacker (but not one they are holding) without them noticing. The object must fit in one hand and weigh no more than 5 pounds. Either way, after using this ability any creature that can see you (including the target) is immune to this ability for 24 hours.
Clumsy Competence. Unburdened by the paralyzing effects of analytical thinking, Kobolds have a way of getting to the solution they seek (even more so if unburdened by intellect). You have a +1 bonus to any ability check you make on which you don’t have a bonus other than from your ability modifier. This bonus is +2 instead if your Intelligence score is 9 or lower.
Stackable Intellect. You gain a bonus to ability checks based on the number of kobolds within 60 feet of you. The bonus is determined by the Kobold Stacking table below.
Made in their image and now a reminder of their hubris, kobolds exhibit characteristics of their draconic creators. When you take fire damage, reduce the damage by 1d6. This reduc-tion increases to 2d6 at 9th level, and 3d6 at 17th level.
Soulbound. This kobold is soulbound to Baz and gets a +1 to all attack rolls when within 30 feet. Upon this creature's death, Baz will recieve a -1 penalty to two attributes at random, as penalty for breaking a soulbinding. This curse can be broken by casting a spell of greater restoration or stronger on Baz or this kobold.
The sidekick is adept at giving well-timed assistance; the sidekick can take the Help action as a bonus action.
The sidekick's agility or quick thinking allows it to act speedily. On its turn in combat, it can take the Dash, Disengage, or Hide action as a bonus action.

Features & Traits
Rugged clothing
Thieve's tools
Dagger
Small satchel

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Common
Simple weapons
Light armor
Thieve's tools, jeweler's tools

Languages & Proficiencies
A kobold tied to Baz by an unfortunate course of events, they seem to swap between two personalities occasionally. They usually lack agency and will do what best benefits survival, but will follow orders.

Personality Traits
Last they checked, being a living, breathing kobold is the way they wish to stay, and they have learned that following Baz is the best way to do so.

Ideals
Baz, their traveling companion for the last few years.

Bonds
Can freeze up, and may panic easily.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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Kobold Supremacist.

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