Kratch
Kratch
Sheet
AC 17 · HP 13 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
8 featuresBonus action
- Draconic Cry
When A nearby ally needs an opening, or Kratch begins a coordinated assault.
As a Bonus Action, creatures of Kratch's choice within 10 feet gain Advantage on attack rolls until the start of Kratch's next turn. Kratch can use this a number of times equal to their proficiency bonus and regains all expended uses after a Long Rest.
- Second WindLevel 1
When Kratch is injured and needs to remain in the fight.
As a Bonus Action, regain 1d10 + 1 Hit Points. Kratch has two uses, regaining one after a Short Rest and all after a Long Rest.
- Draconic CryKoboldAs a Bonus Action, you can let out a cry that gives creatures of your choice within 10 feet of you Advantage on attack rolls until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a Long Rest.
Always on
- Weapon MasteryLevel 1
You gain proficiency with all simple and martial weapons, and you can use the weapon mastery properties of two kinds of simple or martial weapons of your choice. You can change one chosen weapon whenever you finish a Long Rest. Kratch has mastered the greatsword and javelin.
- Fighting StyleLevel 1
You gain one Fighting Style feat of your choice. Kratch has the Defense Fighting Style, granting a +1 bonus to Armor Class while wearing armor.
- DarkvisionKoboldYou can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in darkness only as shades of gray.
- Kobold Legacy, DefianceKoboldYou have Advantage on saving throws you make to avoid or end the Frightened condition on yourself.
- ResearcherSage
You have studied the ways of the world and can usually recall lore about common subjects, historical events, magical traditions, and notable locations. If you do not know a piece of information, you often know where and from whom it can be learned.
Spells
Spellcasting. Kratch casts with Intelligence ( to hit with spell attacks).
Gear
9 itemsWeapons
- GreatswordA two-handed martial weapon with a broad blade. It uses the Graze weapon mastery property.
- FlailA martial flail with a weighted head.
- 8×JavelinThrown martial weapons suitable for ranged attacks.
- QuarterstaffA wooden staff used for walking, demonstrations, and emergency defense.
Armor
- Chain mailHeavy protective armor made of interlocking metal rings.
Tools
- Calligrapher's SuppliesTools for producing careful handwritten copies and illuminated notes.
Gear
- Dungeoneer's PackA kit containing equipment useful for exploring underground environments.
- Scholar's RobeA scholar's robe, patched and altered for a kobold's smaller frame.
Purse
- 12×Gold PiecesCoins saved from years of cataloging relics.
Appearance
Kratch is a small, wiry kobold with rust-red scales, a pale cream throat, and bright amber eyes. Their hands are broad-knuckled and permanently darkened with ink, chalk, and weapon oil from years of copying manuscripts and maintaining arms. They wear a slightly oversized chain shirt beneath a patched scholar's robe, with the robe's sleeves carefully tied back to keep them clear of their hands. A brass magnifying lens hangs from a cord at their neck, and their greatsword is comically large for their frame but meticulously polished.
Mannerisms
Kratch taps the side of their brass lens whenever thinking, counts doors and exits under their breath, and reads inscriptions aloud even when no one else can understand them. When nervous, they straighten objects into exact parallel lines.
Personality
Kratch is observant, earnest, and cheerfully argumentative. They treat every ruin, weapon, and monster as a question waiting to be answered. They are protective of smaller or overlooked people, quick to share useful information, and deeply suspicious of anyone who claims that cruelty is simply the natural order of things.
Ideals
Knowledge should be used to protect the vulnerable, not to create hierarchies of people who are considered worth saving.
Bonds
Kratch carries a water-damaged page from the observatory's unfinished history. They intend to recover the missing pages and prove that their forgotten kobold ancestors were protectors of the region, not merely pests driven into the dark.
Flaws
Kratch is so eager to prove that kobolds can be trusted and respected that they sometimes volunteer for dangers they have not properly assessed. They also become defensive when someone dismisses a subject as unimportant, even when the dismissal is practical.
Quirks
Background
Kratch was born in a kobold warren beneath the collapsed foundations of an old observatory. Their clutch served as scavengers for a reclusive historian, bringing back broken tablets, rusted weapons, and books too damp for anyone else to want. Kratch became fascinated by the marks inside those books, especially the diagrams showing how ordinary people had resisted tyrants, monsters, and armies. Though they were physically slight, they learned that a well-timed shove, a sharp point, and a companion who knew where to stand could change the outcome of a fight.
“Their clutch served as scavengers for a reclusive historian, bringing back broken tablets, rusted weapons, and books too damp for anyone else to want.”
- Background
- Sage
Connections
Species
Kobold
Media
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