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Kobold Bard for Exploration: Legacy and Revised Rules

This exploration guide pairs the 2014 Bard with either the legacy Kobold from Volo’s Guide to Monsters (with official errata) or the revised Kobold from Mordenkainen Presents: Monsters of the Multiverse (2022). Choose one trait set and do not combine them.

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Rules edition: This exploration guide pairs the 2014 Bard with either the legacy Kobold from Volo’s Guide to Monsters (with official errata) or the revised Kobold from Mordenkainen Presents: Monsters of the Multiverse (2022). Choose one trait set and do not combine them.

Choose one Kobold version

The legacy Volo’s Kobold has +2 Dexterity after errata, Pack Tactics, Sunlight Sensitivity, and Grovel, Cower, and Beg. The revised 2022 Kobold uses flexible ability increases, Draconic Cry, and Kobold Legacy instead; it does not have Pack Tactics or Sunlight Sensitivity. Draconic Cry is a bonus action usable a number of times equal to your proficiency bonus per long rest. It helps nearby allies make attack rolls, while legacy Grovel, Cower, and Beg uses an action and recharges on a short or long rest. Use the exact version your campaign allows.

Build an exploration role

A legacy Kobold Bard can support an exploration group with Charisma, skills, ritual spells, and group tactics. The official Volo’s errata gives the Kobold a +2 Dexterity increase and removes the printed −2 Strength penalty. The legacy traits also include 60-foot darkvision, Pack Tactics, Sunlight Sensitivity, and Grovel, Cower, and Beg. A Kobold is Small, which can affect equipment and combat positioning under the rules.

Choose the Bard’s three class skills to cover needs the group lacks. Perception, Investigation, Stealth, Persuasion, and Survival can support different exploration plans. Bardic Expertise at the appropriate Bard levels can improve two selected proficiencies. Your background adds its own proficiencies and story feature, so check for overlap before finalizing the character.

Know what the legacy features do

Pack Tactics grants advantage on an attack roll when an ally is within 5 feet of the target and is not incapacitated. It applies to attack rolls, not saving-throw spells: Vicious Mockery, for example, asks for a Wisdom save. Sunlight Sensitivity imposes disadvantage on attack rolls and sight-based Perception checks in direct sunlight. If both advantage and disadvantage apply to a roll, they cancel; Pack Tactics does not automatically erase the sunlight drawback.

Grovel, Cower, and Beg uses an action to distract nearby foes, giving allies advantage on attack rolls against creatures within 10 feet of you that can see you until the end of your next turn. It recharges after a short or long rest. It is an action, so using it means giving up the action you could have spent casting a Bard spell or making an attack. Unlike revised Kobold Draconic Cry, it is not a bonus action and is not limited by proficiency bonus uses per long rest.

Use spells and sound tactically

The 2014 Bard knows spells rather than preparing a new list each morning. Consider tools such as Comprehend Languages, Detect Magic, Feather Fall, Speak with Animals, and Healing Word when they fit the campaign; check each spell’s range, components, ritual tag, and action cost. Bard ritual casting works only for a ritual-tagged Bard spell you know. A musical instrument can serve as a spellcasting focus for Bard spells.

In a dungeon or at night, darkvision can help with scouting, but it does not reveal color in darkness. In outdoor daylight, sunlight sensitivity may complicate sight-based checks and attack rolls. Ask the DM what counts as direct sunlight in a particular scene rather than assuming every bright or open location triggers the trait.

Coordinate with the party

Pack Tactics is most useful when the group can safely place an ally near the target. It is not a reason to rush a small Bard into melee without support. Grovel, Cower, and Beg can help the party focus attacks on nearby foes, while Bardic Inspiration and spells support allies through different actions. Positioning, light, and the party’s plan determine which option is best.

Choose an exploration-focused concept that leaves room for the character to be an individual. The Kobold traits do not require a trapmaker, coward, or comic sidekick. Decide what the Bard wants to discover, whom they trust, and what they do when the safest path conflicts with the group’s goal.

For the revised Kobold and general Bard build, see the Kobold Bard guide.

Official rules sources

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