Kobold Scale SorcererSmall humanoid (kobold)
Pack Tactics. The kobold has advantage on an attack roll against a creature it at least one of the kobold’s allies is within 1 meter of the creature and the ally isn’t incapacitated.
Spellcasting. The kobold scale sorcerer uses Primal (Cha) to cast spells (spell save Difficulty 12, +4 to hit with spell attacks). It has 2 mana, a mana limit of 1, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest. It knows the following spells:
1 mana: ash fall, [burning hands](/spells/burning-hands), continual flame, fiery rebuke, flaming weapon, immolation, protection from fire, pyrotechnics, rising phoenix, scorching bolts, searing burst, searing strike
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.
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.