Kobolds are diminutive creatures afflicted with a sycophantic admiration for dragons. Chromatic dragons exploit this, and so a great many kobolds live as slaves to them. Life for Kobolds is harsh, and they learn from the moment they hatch to protect their clans come what may, with their lives if need be.
Example Backgrounds: Hatchery Guardian, Master Tunneler, Trap Inventor, Kobold Pack Tactician, Eusocial Empathist.
Class prerequisite: When you create a character, in order to choose kobold heritage as a class you must include in the biography section of your character sheet that your character is a kobold, or was raised by a kobold clan.
Level 1 Talent
Kobold Upbringing: Growing up among kobolds, you learned to live and fight as a pack. Whenever you are providing help to someone on a skill check in a way that gives them advantage, or receive such help, you or the person you are helping get a +1 bonus to the skill check. When you gain this talent you gain a bonus background in addition to those you gained at character creation, named “kobold heritage”, which is relevant in checks connected to knowledge of kobold customs, building techniques, and history, as well as the practice of trap-making
Level 2 Talent
Kobold Fast-Talk: You’re adept at talking your way out of trouble, whether through deceiving or distracting your enemies, begging for your life, making threats, or just overwhelming them with a sheer volume of expressions. When a fight would break out between you and/or your companions and other creatures, some of whom are intelligent enough to speak a language, you may spend 1 adventure point to stymie them with words and prevent the fight from beginning for up to 10 minutes. In this time don’t expect these foes to be friendly or at all accommodating, but they will not attack.
Level 6 Talent
Kobold Snare Master: even among kobolds, you are deviously clever with deadly traps. You may perform great deeds of trap setting, related configuring the objects in your immediate environment into dangerous traps for creatures not aware of them, such as traps that injure those that trip them, or make loud noises to alert others to the presence of those that trip them.
Kobold Tunnelers: Your renown as an adventurer leaves kobolds with a strong, almost dragon-like impression of you, leaving them pleased to find themselves in your employ. Your party’s club may hire a Kobold tunnel team hireling for 1 pull. Kobold tunnel teams have 3 labour, or 5 labour when on a job that involves tunneling.
Level 10 Talent
Kurtlemac’s Champion: Your accomplishments and adventures have passed into legend among kobolds everywhere, and will outlive you. While you live many harbour the hope that you could be the one to finally free the kobold god Kurtlemac from his imprisonment. You may choose a club which your adventuring party has founded, and it immediately gains 100 pull, or in lieu of this you immediately create a new club with 100 pull headquartered in land gifted to you by Kobolds when you gained this talent. When you send hirelings off on a job to build up the headquarters of your club into a kobold warren, your status makes their efforts unusually successful. Each time you refresh while you have hirelings at work on such a job, your club gains 25 pull. This pull, thematically, must be used to hire hirelings or specialists that are kobolds(for example, kobold guards, clerks, or workers - these are mechanically identical to non-kobold hirelings of these kinds).