Kobold InventorSmall humanoid (kobold)
Alchemy. The kobold inventor uses Alchemy (Int) to create concoctions (alchemical save Difficulty 12). It has 2 catalysts, a catalysts limit of 1, regains all expended catalysts when it finishes a long rest and regains half its total catalysts when it finishes a short rest. It knows the following concoctions:
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 1 meter of the creature and the ally isn’t incapacitated.
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Perception checks that rely on sight.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 1 m. or range 3/10 m. Hit: 4 (1d4 + 2) piercing damage.
Scorpion on a stick. Melee Weapon Attack: +4 to hit, reach 1 m. Hit: 1 piercing damage, and the target must make a Difficulty 11 Fortitude saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.
Sling. Ranged Weapon Attack: +4 to hit, range 5/20 m. Hit: 4 (1d4 + 2) bludgeoning damage.
Weapon Invention. Ranged Weapon Attack: +4 to hit, range 3/10 m. Hit: The target is covered in a patch of green slime (see chapter 5 of the Dungeon Master’s Guide). Miss: A patch of green slime covers a randomly determined 1-meter square section of wall or floor within 1 meter of the target.
No concoctions, maneuvers, or spells
All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9.