The Price of Power Your Dexterity is focused on keeping balance. Languages You can speak, read, and write Common and Draconic.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 whatever you are trying to perceive is in direct sunlight.The player does not get the Pack Tactics bonus from the three Kobolds alone when in the Single Form Pack Tactics You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.Once you use this trait, you can’t use it again until you finish a short or long rest. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Grovel, Cower, and Beg As an action on your turn, you can cower pathetically to distract nearby foes. You can’t discern color in darkness, only shades of gray. Darkvision 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.Speed 25 feet base walking speed (Changed from base of 30 due to focus on keeping balance).Age Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so.Ability Score Increase Your Dexterity score increases by 2, and your Strength score decreases by 2.I tried to score it in the Detect Balance spreadsheet, but I wasn't sure what score to give to features such as the Power of Six Arms and Multi-Form Technique. I suspect this is unbalanced, but I'm not sure by how much. I came up with this, based largely on a 3 Halflings in a Trenchcoat player sheet that someone else had created. I'm inclined to allow it to add some lighthearted content to our next campaign (Curse of Strahd). Three levels of Rune Knight fighter, coupled with the duergar race, let a character make themselves huge in combat and able to grapple creatures as large as ancient dragons or tarrasques.A player wants to try to play the 3 Kobolds in a Trenchcoat meme. An enemy attacked in this way can't move, gives advantage on melee attacks against it, and has to waste its actions trying to free itself. The result is an athletic D&D character who can outroll almost anything. Rune Knight fighter and duergar race make the character large enough to grapple Gargantuan foes.Leaves enemies near-helpless for allies to attack.Expertise and advantage consistently beat enemies' Athletics bonuses.Levels in barbarian give advantage on Strength checks to prevent poor rolls. If this is put into Athletics, a character with high Strength will be a better grappler than most enemies in the game. However, a build that can reliably knock enemies prone and grapple them in place is valuable boon. Grappling is an often overlooked part of D&D 5e combat. The Mobile feat is another way to achieve the same result but misses out on some D&D rogue mobility. If they can't close with the D&D barbarian, they must make much weaker attacks against other creatures. However, combining it with a Swashbuckler rogue's Cunning Action dash and ability to ignore Opportunity Attacks can leave enemies without a worthwhile target. This is an effective tanking ability that forces enemies to attack the barbarian. Benefits from a barbarian and rogue's other synergies. Turns a powerful tanking ability into a top-tier debuff. In addition, any other target gets Resistance to the damage. When an Ancestral Guardian strikes an enemy while Raging, at enemy gets disadvantage on attacks against any other creature. Instead, it motivates enemies to target the barbarian instead of allies. It doesn't supplement the barbarian's impressive durability like the Totem Warrior. D&D 5e's Ancestral Guardian is the barbarian's best tanking subclass in the game.
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