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