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  5th Edition RacEs - Kobolds | Fat Goblin Games)
  5th Edition Fantasy Races
  Kobolds
  CREDITS
  Author: Tony Petrecca
  Editor: Troy Daniels
  Copy Editor: Michael Riter
  Artist: Rick Hershey
  Design and Layout: Rick Hershey and Troy Daniels
  Fat Goblin Games 5th Edition Team: Troy Daniels, Ismael Alvarez, Michael Riter, Jeffrey Swank, Tony Petrecca
  Line Developer: Troy Daniels
  Publisher: Rick Hershey
  5th Edition Fantasy Races - Kobolds © Fat Goblin Games 2016
     Open Game Content: All material — including but not limited to art, place and character names, character and 
  setting descriptions, background, and new class descriptions—is Product Identity. All other content is considered Open 
  Game Content. Reference in non-Open Game Content (thus not covered by the Open Game License) in this work to 
  content owned by others is not a challenge to their ownership and is used under Fair Use.
  ABOUT FAT GOBLIN GAMES
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  Contents
  Kobolds 
  4
  Draconic Heritage  
  4
  Gnomish Enmity 
  4
  Strength In Numbers 
  4
  Devious Trappers 
  4
  Industrious Underground Existence 
  4
  Race Names 
  5
  Race Traits 
  5
  Overlooked And Underestimated 
  5
  Subraces 
  6
  Dragon Blooded Kobold 
  6
  Pack Kobold 
  6
  Winged Kobold (Urd) 
  7
  Equipment   
  7
  New Artisan’s Tools   
   
   
   
   
   
   
   
   
   
   
    7
  Regarding Trapper Kits 
  7
  New Tool Proficiency 
  8
  New Feats 
  8
  New Magic Items 
  8
  
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  5th Edition RacEs - Kobolds | Fat Goblin Games)
  KOBOLDS
  Kobolds are small long snouted reptilian humanoids with 
  a frequently nasty disposition. Physically weak, cruel and 
  xenophobic, kobolds are often looked down upon and underesti-
  mated by other intelligent beings. This can be a fatal mistake, 
  as the cunning creatures surprise invaders and aggressors with 
  their abilities to defend themselves. Kobolds use superior num-
  bers, pack tactics, sorcerous magic and their considerable skills 
  with trap making to mount impressive defenses when their 
  warrens are threatened.
  Kobolds that leave the relative safety of their warrens to 
  adventure are a rare breed amongst their race. The motiva-
  tions for such adventurers are varied and many but kobold 
  adventurers often share one commonality - they are routinely 
  underestimated.
  DRACONIC HERITAGE 
  Legends say that when The Dragon Queen’s lair was 
  under assault The First Kobold was hatched from a clutch 
  of her eggs to defend her lair. The newborn god set a 
  series of devious and ingenious traps as a defense. While 
  establishing this defensive perimeter he caused an egg to 
  hatch the first kobolds, who joined him in defense of The 
  Dragon Queen’s lair.
  From their beginning kobolds have been loyal allies 
  and servants of the great dragons, and kobolds are proud 
  of that draconic heritage. Tales of bravery and sacrifice 
  on behalf of their draconic kin have been passed down 
  through the generations, and the walls of their warrens are 
  often decorated with displays honoring that heritage. It is 
  said within the warrens “we kobolds may be small, but the 
  strength of the dragons flow through our veins.” 
  GNOMISH ENMITY
  When their defense of The Dragon Queen’s lair was 
  complete The First Kobold and his spawn departed 
  Queen’s lair and created a warren of their own. Their 
  industriousness was legendary and soon they’d created a 
  vast and glorious lair fit for all dragons. The Gnomish god 
  was envious of the kobold’s industriousness and, enraged, 
  collapsed the warren down upon them, killing the first ko-
  bolds. Thus was started an eternal enmity between kobolds 
  and gnomes.
  Kobolds loathe gnomes, and the feeling is mutual. They 
  have warred for centuries and there is no conceivable end 
  to the conflict. Given the opportunity kobolds will attack 
  gnomes on sight.
  STRENGTH IN NUMBERS
  What kobolds lack in stature they make up for in 
  numbers. Kobolds are prolific breeders, routinely living in 
  what other intelligent species would consider overcrowded 
  warrens. Kobolds learn from a young age to attack in over-
  whelming numbers utilizing pack tactics when the need 
  arises. Kobolds defending their warrens are unafraid of 
  their individual deaths, confident that their sacrifice will 
  help ensure the warren’s survival.
  DEVIOUS TRAPPERS
  For Kobolds trap making is an art form. From virtually 
  the moment they are hatched kobolds are trained to create 
  ingenious snares and traps to defend their warrens. Every 
  kobold learns basic trap making skills and expert kobold trap 
  makers are the most esteemed craftsmen in a kobold pack. 
  INDUSTRIOUS UNDERGROUND 
  EXISTENCE
  Kobolds are an industrious species. Their mines and 
  warrens are ever growing as their population increases. A 
  typical pack kobold wakes each day ready for long hours 
  working the mines and improving the infrastructure and 
  defenses of the warrens. Their work ethic can rival that of 
  the hardest working dwarves.
  
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  OVERLOOKED AND 
  UNDERESTIMATED
  Gnomes despise kobolds, and the feeling is quite 
  mutual. Other intelligent races generally dismiss 
  kobolds as little more than a nuisance. Most kobolds 
  are more than pleased to be dismissed in this manner. 
  Largely xenophobic, kobolds would prefer to be left 
  alone, though they accept that trade and interaction 
  with others is likely inevitable. Kobold tradesmen 
  who spend considerable time experiencing life outside 
  the sheltered community of the warren are often the 
  kobolds who f ind themselves becoming adventur-
  ers. Kobold adventurers must overcome considerable 
  prejudice to make their way in the world. 
  Dragonborn – “I f ind it hard to believe something 
  so crude and insignif icant could share a lineage with 
  creatures as magnif icent and majestic as dragons. I 
  prefer not to speak of any relationship between my 
  kind and the kobolds.” 
  Elves – “Tis sad. The brief, brutish, pointless lives 
  they lead. All their hours spent toiling away in deep 
  dark mines digging through the earth producing not 
  one single work of beauty or artistic merit. Indeed 
  they are pitiable and at best left to their own devices. 
  Still, I have heard that on occasion they hatch a clever 
  one, a curious one, one who might grow to be more 
  than a pest. Mind you in all my centuries I’ve not seen 
  such an example but it would be a welcome, admirable 
  sight.”  
  Humans - “What do I think of those little runts? 
  Usually not much. I f igure anything I can pick up 
  and toss across the room so easy can’t be much to worry 
  about. But funny you should ask now. Me and my boys 
  here just heard about some kobolds mining silver up 
  in Crag Canyon. We were gonna head up there after 
  a couple more ales, crack some kobold skulls and strike 
  it rich - ain’t that right boys? Why should experienced 
  adventurers get all the loot anyway? We’ll be back in 
  the morning with a few scratches and all the silver 
  we can carry. I mean they’re just kobolds, right? How 
  hard could it be.”
  Gnomes – “Kobolds? The only good kobold is a dead 
  kobold!”
  RACE NAMES
  Kobold names are frequently inspired by or derived 
  directly from the draconic language. Kobolds tend to keep 
  names short, avoiding multi syllabic draconic words. With 
  the incredible birth and death rate of kobolds names are 
  frequently repeated within a clan.
  Male Names: Mekol, Charix, Xip, Delcharn, Ixin, Malsir, 
  Caexus, Wuxin, Gixit, Vuthar
  Female Names: Ayan, Vaexi, Vayri, Shiaver, Levexi, Lori-
  ite, Ukrisix, Axuna, Konya, Kuriki
  RACE TRAITS
  Your kobold character has an assortment of inborn abilities 
  that reflect its pack upbringing and cunning draconic nature.
  ABILITY SCORE INCREASE As a kobold you are 
  quite nimble. Your Dexterity score increases by 2.
  AGE Kobolds mature quickly, can live longer than a 
  century, but often die a violent death. You will reach adult-
  hood by the end of your first decade and with luck, skill 
  and wisdom could live up to 120 years.
  ALIGNMENT  Eons of bullying, from the mistreat-
  ment of The First Kobold to frequent subjugation by other 
  species, leaves the typical kobold mistrusting and cruel, 
  while a pack mentality creates loyalty once trust is earned. 
  Though most kobolds tend toward lawful evil some, espe-
  cially those that venture out of the warrens, may share a 
  different world view.
  PACK TACTICS  Kobolds have learned to survive 
  through strength in numbers. You gain advantage on one 
  attack roll per round against a creature if at least one of 
  your allies is within 5 feet of the creature and the ally isn’t 
  incapacitated.
  TRAP MAKING Kobolds are taught trap making skills 
  from the moment they hatch. You gain proficiency with 
  a Trapper’s Kit. Your proficiency bonus is added to the 
  
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  5th Edition RacEs - Kobolds | Fat Goblin Games)
  damage inflicted by traps that you create. The Difficulty 
  Class associated with detecting, disarming, or avoiding 
  traps that you create is 8 plus your Intelligence modifier 
  plus your proficiency bonus.
  SIZE Kobolds rarely grow taller than 3 feet and typi-
  cally weigh between 35 and 45 pounds. Your size is small.
  SPEED Kobolds are surprisingly swift for their stature. 
  Your base walking speed is 30 feet.
  SUNLIGHT SENSITIVITY You have disadvantage 
  on attack rolls and on Wisdom (Perception) checks that 
  rely on sight when you, the target of your attack, or what-
  ever you are trying to perceive is in direct sunlight.
  DARKVISION You are quite used to life underground 
  away from the light of day. You can see in dim light within 
  60 feet of you as if it were bright light, and in darkness as 
  if it were dim light. You cannot discern color in darkness, 
  only shades of gray.
  LANGUAGE You can speak, read and write Common 
  and Draconic.
  SUBRACES
  DRAGON BLOODED KOBOLD
  All kobolds are kin to chromatic dragons, but in some 
  the kinship manifests itself magically. You are clearly im-
  bued with the blood of a dragon type. It shows outwardly 
  as a tinge of black, blue, green, red, or white on your scales. 
  It shows inwardly through your pride, willpower, and an 
  inherent ominous magical ability.
  Ability Score Increase. Your Charisma score increases by 2.
  Draconic Resistance. Choose your chromatic dragon 
  ancestry; Black (Acid), Blue (Lightning), Green (Poison), 
  Red (Fire) or White (Cold). You gain resistance to the 
  energy damage type appropriate to that ancestry.
  Power of the Dragon. The primal power of dragons 
  flows through your veins and manifests itself in ominous 
  magical displays. You know the Thaumaturgy cantrip.
  PACK KOBOLD
  The most common of the kobolds, pack kobolds are 
  hatched by the thousands. Pack kobolds are the prospec-
  tors, the miners, the workers and the defenders of any 
  kobold colony. As a pack kobold you learned to be diligent 
  and observant as you expanded the mine or delved further 
  into ancient ruins in search of coin to add to the horde. 
  As a pack kobold you were trained to defend the colony 
  through cunning tactics, impressive trap making and the 
  strength of superior numbers.
  Ability Score Increase. Your Intelligence score increases by 1.
  
  7
  Trick and trap awareness. You have advantage on Wis-
  dom (Perception) and Intelligence (Investigation) checks 
  made to detect the presence of secret doors and traps. You 
  have advantage on saving throws made to avoid traps. You 
  have resistance to damage dealt by traps. You may search 
  for traps while traveling at a normal pace rather than a 
  slow pace.
  Trap Expertise. You may add twice your proficiency 
  bonus to difficulty checks or damage associated with traps 
  you create. Traps you create from a Trapper’s Kit typically 
  take ten minutes minus two minutes per point of profi-
  ciency bonus to create.
  WINGED KOBOLD (URD)
  Winged Kobolds, or Urds, are rare amongst a kobold com-
  munity. Though your wings are clearly a gift wingless kobolds 
  are jealous and frequently shun you. Your wings grant you 
  obvious tactical advantages and you have been trained to put 
  those advantages to use in defense of the colony.
  Flight. You gain a flying speed of 30 feet. To gain this 
  flight speed you may not be wearing medium or heavy 
  armor.
  Bombing. You gain proficiency dropping objects on 
  opponents. This is a ranged attack with a range of 60/240. 
  Damage may vary by weapon type. The most common 
  weapon used in this manner are rocks, which do 1d6 blud-
  geoning damage. 
  EQUIPMENT  
  NEW ARTISANíS TOOLS 
  Trapper’s Kit      50 GP, 10 lbs. 
  This kit contains a variety of small pulleys, nets, springs, 
  clamps, ropes, ball bearings, tripwires, pull wires and 
  other equipment necessary for the creation of small traps 
  and snares. Proficiency with this kit lets you add your 
  proficiency bonus to the difficulty checks and/or damage 
  potential associated with any traps or snares you create.
  Each kit has enough reusable equipment to set up to 
  three traps at a time. The Wisdom (Perception) DC to 
  observe, and the Dexterity saving throw DC to avoid traps 
  thus set equals 8 plus the trap maker’s Intelligence modi-
  fier. If the trap maker has proficiency in Trapper’s Kits the 
  trap maker’s proficiency bonus is also added to the associ-
  ated DCs.
  Setting a trap typically takes ten minutes minus one 
  minute per point of proficiency bonus. 
  The kit can make the following traps-
  The Simple Tripwire Trap. This is simply a tripwire 
  pulled taut between two points. Walking or running 
  through it prompts a Dexterity saving throw against the 
  trap’s DC to avoid falling prone.  Being just a trip wire 
  extended between two points this trap is more difficult to 
  see than others. The Wisdom (Perception) check required 
  to notice this trap increases by 2. 
  The Net Snare. Typically trip wire or bait triggered, a net 
  either falls on the target from above or pulls the target up 
  from below. A Dexterity saving throw against the trap’s 
  REGARDING TRAPPER KITS...
  A Kobold would be unlikely to venture forth from the warrens without a Trapper’s Kit to keep him safe when he 
  rests. Players and GMs that use default starting equipment should work together to ensure that starting kobold PCs 
  are equipped with a Trapper’s Kit by swapping for other items granted by backgrounds or classes.
  
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  5th Edition RacEs - Kobolds | Fat Goblin Games)
  DC is required to avoid being restrained. A restrained 
  creature can use its action to make a Strength check 
  against the trap’s DC to free itself.
  The Snapping Leg Trap. This is a classic pre assembled 
  spring loaded leg trap that is equipped with a chain. The 
  chain typically gets spiked to the ground to hold the catch 
  in place. A Dexterity save versus the trap’s DC is required 
  to avoid taking 1d10 points of piercing damage and being 
  grappled by the trap. A creature thus grappled may spend 
  an action to attempt to escape. To do so it must succeed 
  on a Strength (Athletics) or Dexterity (Acrobatics) check 
  contested by the trap’s DC.
  The Falling Anvil Trap. A single heavy large object 
  (though likely not an anvil) or several smaller heavy 
  objects are poised above the trap area to be pulled down 
  upon a victim below. A Dexterity saving throw against the 
  trap’s DC is required to avoid 1d10 points of bludgeon-
  ing damage. Additionally, if the Dexterity saving throw 
  failed a Constitution saving throw against the trap’s DC is 
  required to avoid being stunned for 1d4 rounds.
  NEW TOOL PROFICIENCY
  Trapper’s kit. Your proficiency with a Trapper’s Kit lets 
  you add your proficiency bonus to the difficulty checks 
  and/or damage potential associated with any traps or 
  snares you create.
  NEW FEATS
  While all kobolds are raised knowing some trapping 
  skills any intelligent creatures may have such skills. The 
  following feats allow the Trapper’s Kit to be put to use by 
  other races, and allow Dragon Blooded kobolds and Urds 
  the opportunity to improve upon their basic trap making 
  skills.
  INGENIOUS TRAPPER
  Prerequisite: Kobold or Intelligence of 13 or better.
  You have learned to devise all manner of simple traps from 
  items and materials that happen to be laying around in any 
  variety of environments. This has sharpened your mind as 
  well.
  •	
  Increase your Intelligence score by 1, to a maximum 
  of 20.
  •	
  You may create traps or snares that mimic the ef-
  fects of the classic Simple Tripwire,  Net Snare, 
  Snapping Leg Trap or Falling Anvil Trap from 
  items found in the environment you are in at the 
  moment with no need for a Trapper’s Kit. The Dif-
  ficulty Checks and damage associated with those 
  traps would be the same as if you had a Trapper’s 
  Kit. Though you are unsure as to why, someone who 
  observed you improvising thusly once called you 
  MacGyver.
  TRAP EXPERTISE
  Prerequisite: Proficiency with Trapper’s Kit
  You have honed your trapping skills to expert levels, and 
  given yourself nimble hands as well.
  •	
  Increase your Dexterity score by 1, to a maximum of 20.
  •	
  You may add twice your proficiency bonus to the 
  Difficulty Class and damage associated with traps 
  you create. Traps you set from a Trapper’s Kit typi-
  cally take ten minutes minus two minutes per point 
  of proficiency bonus to set.
  TRAPPER
  You have learned trap making skills.
  •	
  Increase your Dexterity or Intelligence score by 1, to 
  a maximum of 20.
  •	
  You gain proficiency with the Trapper’s Kit.
    
  NEW MAGIC ITEMS
  Through the ages kobold sorcerers have devised many 
  devious methods to incorporate magical effects into the 
  traps that guard their warrens. Those traps, however, 
  lacked portability and required the sorcerer’s attention to 
  set.  The great kobold adventurer Vanefecus Praecantor, a 
  sorcerer of considerable power, once came upon a magnifi-
  
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  cent device - a Portable Hole. It certainly didn’t take long 
  for him to see its obvious use as an instant pit trap, and 
  that use inspired several other magical inventions. 
  Portable Spiked Pit 
  Wondrous item, very rare
  Vanefecus’ first creation was an enhancement to the 
  Portable Hole. A Portable Spiked Pit appears as a rough 
  piece of rodent hide. When placed upon a solid surface 
  and activated it creates an extradimensional hole 10 feet 
  in diameter and ten feet deep with sharpened bony spikes 
  protruding from the bottom. Furthermore, the pit magi-
  cally conceals itself, creating an illusory surface that is 
  virtually identical to the surface the pit was placed upon. 
  Once placed it takes a successful DC 15 Wisdom 
  (Perception) check to notice a slight shimmering in the 
  illusory surface of the pit, thus revealing that something 
  is awry. A successful DC 15 Intelligence (Investigation) 
  check reveals that the shimmering portion of the floor has 
  an edge that can be lifted or rolled up, deactivating the pit.
  Creatures walking over the pit fall in, taking 4 (1d6) 
  bludgeoning damage from the fall and an additional 11 
  (2d10) piercing damage from the spikes. 
  In all other ways the Portable Spiked Pit behaves as a 
  Portable Hole, however, utilizing it as a storage device 
  would reduce or eliminate its usefulness as a trap.
  Greater Staff of Trapping
  Staff, legendary (requires attunement by a bard, sorcerer, 
  wizard or warlock)
  This staff can be wielded as a magic quarterstaff that 
  grants a +2 bonus to attack and damage rolls made with it. 
  While holding it you have advantage on Wisdom (Percep-
  tion) and Intelligence (Investigation) checks made 
  to detect the presence of traps. You have advan-
  tage on saving throws made to avoid traps. You 
  have resistance to damage dealt by traps and 
  you may search for traps while traveling at a 
  normal pace rather than a slow pace.
  The staff has 25 charges for the following proper-
  ties. It regains 2d10+5 expended charges daily at dawn. 
  If you expend the last charge roll a d20. On a 1 the staff 
  loses its properties and becomes a nonmagical quarterstaff.
  Spell Traps. You can use an action to expend 1 or more 
  of the staff ’s charges to set a magical spell trap in a square 
  that you can see within 120 feet of you. The spell trap’s 
  trigger area can be as small as a one foot square plane to as 
  large as a twenty foot cube. A successful Wisdom (Percep-
  tion) check against your spell save DC allows creatures 
  to notice a shimmering in the area, alerting them to the 
  presence of a magical effect in the area. The next creature 
  touching or passing through the trap’s trigger area triggers 
  the trap. That creature becomes the target of an individual 
  spell effect or the center of an area of effect spell. 
  The spell thus triggered uses your spell attack bonus, 
  your spellcasting ability modifier, and your spell save DC. 
  Any duration effects continue to the end of their de-
  scribed duration without requiring concentration.
  Alarm (1 charge), Circle of Death (6 charges*), Cloud of 
  Daggers (2 charges*), Cloudkill (5 charges*), Confusion (4 
  
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  5th Edition RacEs - Kobolds | Fat Goblin Games)
  charges), Disintegrate (6 charges*), Fireball (3 charges*), 
  Hold Monster (5 charges*), Hypnotic Pattern (4 charges), Ice 
  Storm (4 charges), Insect Plague (5 charges*), Magic Missile 
  (1 charge*), Reverse Gravity (7 charges), Slow (3 charges), 
  Web (2 charges). 
  Note - for effects with an * additional charges, to a 
  maximum of seven charges, may be spent to increase the 
  spell slot used for the effect.
  Lesser Staff of Trapping
  Staff, rare (requires attunement by a bard, sorcerer, wizard 
  or warlock)
  This staff can be wielded as a magic quarterstaff that 
  grants a +1 bonus to attack and damage rolls 
  made with it. While holding it you have ad-
  vantage on Wisdom (Perception) and Intelli-
  gence (Investigation) checks made to detect the 
  presence of traps. You have advantage on saving 
  throws made to avoid traps. You have resistance 
  to damage dealt by traps and you may search for 
  traps while traveling at a normal pace rather than 
  a slow pace.
  The staff has 10 charges for the following 
  properties. It regains 1d6+4 expended charges 
  daily at dawn. If you expend the last charge roll 
  a d20. On a 1 the staff loses its properties and 
  becomes a nonmagical quarterstaff.
  Spell Traps. You can use an action to expend 
  1 or more of the staff ’s charges to set a magical 
  spell trap in a square that you can see within 30 
  feet of you. The spell trap’s trigger area can be as 
  small as a one foot square plane to as large as a 
  ten foot cube. A successful Wisdom (Perception) 
  check against your spell save DC allows crea-
  tures to notice a shimmering in the area, alert-
  ing them to the presence of a magical effect in 
  the area. The next creature touching or passing 
  through the trap’s trigger area triggers the trap. 
  That creature becomes the target of an individ-
  ual spell effect or the center of an area of effect 
  spell. The spell thus triggered uses your spell 
  attack bonus, your spellcasting ability modifier, 
  and your spell save DC. Any duration effects 
  continue to the end of their described duration without 
  requiring concentration.
  Alarm (1 charge), Cloud of Daggers (2 charges), Hold Per-
  son (2 charges), Magic Missile (1 charge), Sleep (1 charge), 
  Web (2 charges) 
  Staff of Trapping
  Staff, very rare (requires attunement by a bard, sorcerer, 
  wizard or warlock)
  This staff can be wielded as a magic quarterstaff that 
  grants a +1 bonus to attack and damage rolls made with it. 
  While holding it you have advantage on Wisdom (Per-
  ception) and Intelligence (Investigation) checks made to 
  detect the presence of traps. You have advantage on saving 
  throws made to avoid traps. You have resistance to damage 
  dealt by traps and you may search for traps while traveling 
  at a normal pace rather than a slow pace.
  The staff has 15 charges for the following properties. 
  It regains 2d6+3 expended charges daily at dawn. If you 
  expend the last charge roll a d20. On a 1 the staff loses its 
  properties and becomes a nonmagical quarterstaff.
  Spell Traps. You can use an action to expend 1 or more of 
  the staff ’s charges to set a magical spell trap in a square that 
  you can see within 60 feet of you. The spell trap’s trigger area 
  can be as small as a one foot square plane to as large as a ten 
  foot cube. A successful Wisdom (Perception) check against 
  your spell save DC allows creatures to notice a shimmering 
  in the area, alerting them to the presence of a magical effect 
  in the area. The next creature touching or passing through 
  the trap’s trigger area triggers the trap. That creature becomes 
  the target of an individual spell effect or the center of an area 
  of effect spell. The spell thus triggered uses your spell attack 
  bonus, your spellcasting ability modifier, and your spell save 
  DC. Any duration effects continue to the end of their de-
  scribed duration without requiring concentration.
  Alarm (1 charge), Cloud of Daggers (2 charges*), Con-
  fusion (4 charges), Fireball (3 charges*), Hold Person 
  (2 charges*), Hypnotic Pattern (4 charges), Ice Storm (4 
  charges), Magic Missile (1 charge*), Sleep (1 charge*), Slow 
  (3 charges), Web (2 charges). 
  Note - for effects with an * additional charges, to a 
  maximum of four charges, may be spent to increase the 
  spell slot used for the effect.
  
  11
  Trap Chalk
  Wondrous item, varies
  Static warren defenses can be greatly enhanced by 
  mobile magical trap platforms but when the warrens are 
  under assault a sorcerer can not be in all places at once. 
  Thus Vanefecus required a means for the most mundane 
  of kobolds to place a nefarious fireball trap as needed. The 
  result of several years of research was the creation of the 
  first Trap Chalk. 
  Trap Chalk appears to be a normal stick of colored chalk, 
  with the color varying based upon its enchantment. Any 
  intelligent creature capable of manipulating chalk can use 
  Trap Chalk. A single stick of Trap Chalk contains enough 
  chalk to cover a ten foot by ten foot square area in a magi-
  cal trap effect. The user can reduce the trapped area to 
  as small as one foot square if desired, but the entire stick 
  must still be used in that process to be effective. 
  The user spends ten minutes chalking the desired area 
  to be affected, being careful not to draw herself into a cor-
  ner. Once the last of the chalk is used the chalk magically 
  conceals itself and activates. The chalk’s concealment is 
  not perfect, as a bit of a shimmer can be noticed by obser-
  vant individuals. Spotting the presence of activated Trap 
  Chalk requires a successful Wisdom (Perception) check 
  determined by the level of the spell. 
  The trigger area is a cube or cylinder matching the di-
  mensions initially drawn. Thus a ten foot by ten foot area 
  chalked on a floor would have a trigger area that extends 
  ten feet above the drawing making an area of effect that 
  is a ten foot cube.  A five foot by five foot area chalked 
  on a wall would have a trigger area that extends five feet 
  horizontally out from the chalked area on the wall. The 
  next creature to pass through the trigger area triggers the 
  spell effect and becomes the target of any individual effect 
  or the center of any area effect spell thus triggered.
  The chalk can be enchanted to contain any spell on the 
  Sorcerer’s spell list. The level of the spell determines the 
  DC required to spot the chalk, the spell’s saving throw 
  DC and attack bonus, and the rarity of the Trap Chalk. 
  The trap can be disarmed by a dispel magic of appropriate 
  strength. The effect, once triggered, can be countered by a 
  counterspell of appropriate strength.
   
  Spell Level
   
  Rarity
  Detect and 
  Save DC
  Attack 
  Bonus
  Cantrip
  Uncommon
  13
  +5
  1st
  Uncommon
  13
  +5
  2nd
  Rare
  13
  +5
  3rd
  Rare
  15
  +7
  4th
  Very Rare
  15
  +7
  5th
  Very Rare
  17
  +9
  6th
  Very Rare
  17
  +9
  7th
  Legendary
  18
  +10
  8th
  Legendary
  18
  +10
  9th
  Legendary
  19
  +11
  
  12
  5th Edition RacEs - Kobolds | Fat Goblin Games)
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, 
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  System Reference Document 5.0 Copyright 2016, Wizards of the 
  Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, 
  Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. 
  Cordell, Chris Sims, and Steve Townshend, based on original material by 
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  System Reference Document, © 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material 
  by E. Gary Gygax and Dave ArnesonSkreyn’s Register: The Bonds of 
  Magic. © 2002, Sean K Reynolds
   
  5th Edition Fantasy Races - Kobolds © 2016 Fat Goblin Games; Author 
  Tony Petrecca
  
  13
  
  14
  5th Edition RacEs - Kobolds | Fat Goblin Games)
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Fat Goblin Games/5th Edition Racial Options Kobolds.pdf