Homebrew Draggovern (True Kobolds) Species Details
"There is only one proper Kobold's and that is the Draggovern!" - The Council
Proud Draggovern (The True Kobolds)
Draggovern is weak, craven, and seethe with a festering resentment for the rest of the world, especially members of races that seem stronger, smarter, or superior to them in any way. They proudly claim kinship to dragons, but beneath all the bluster, the comparison to their glorious cousins leaves kobolds with a profound sense of inadequacy. Though they are hardworking, clever, and blessed with a natural talent for mechanical devices and mining, they spend their days nursing grudges and hatreds instead of celebrating their own gifts. Draggovern tactics specialize in traps and ambushes, but kobolds enjoy anything that allows them to harm others without putting themselves at risk. Often, they seek to capture rather than to kill, taking out their frustrations on the helpless victims they drag back to their claustrophobic lairs.
Physical Description
Draggovern is small, bipedal reptilian humanoids, with tails. Most stand around 3 and a half feet tall and weigh about 40 pounds. They have powerful jaws for creatures of their size and noticeable claws on their hands and feet. Often Draggovernfaces are curiously devoid of expression, as they favor showing their emotions by simply swishing their tails. Draggovern thick hides vary in color, and most have scales that match the hue of one of the varieties of chromatic dragons, with red scales being predominant. A few Draggovern, however, have more exotic colors such as orange or yellow, which in some tribes raises or lowers an individual's status in the eyes of his fellows.
A few Draggovern are born with leathery wings and can fly. Known as urds, they like to lurk on high ledges and drop rocks on passersby. Although the urds' wings are seen as gifts from Tiamat, the Dragon Queen, wingless Draggovern are envious of those gifts and don't get along with the urds.
Self-Sufficient Clans
Dragovian legend states that they came into being due to a curse meant to maim Bahamut during an ancient war with Tiamat. When the curse was aimed at Bahamut one of the Great Gold Wyrm's, Kuraenixia the Presence, took the curse instead, however, the magic was so great that it bounced upon many of the other combatants. This curse over time diminished the dragons size and power until they were similar in size and stature to that of humans and elves. Rather than writhe in sorrow over their loss of strength and ability the new race, often called Dovahsil (Dragon Soul) by their true dragon brothers, took to building a culture to match the humanoid races the Dovahsil now resembled. Due to the need of a union, the Draggovern were able to give up the issues that arise between the different dragon species and took to crafting a new legacy. legend states that they came into being due to a curse meant to maim Bahamut during an ancient war with Tiamat. When the curse was aimed at Bahamut one of the Great Gold Wyrm's, Kuraenixia the Presence, took the curse instead, however, the magic was so great that it bounced upon many of the other combatants. This curse over time diminished the dragons size and power until they were similar in size and stature to that of humans and elves. Rather than writhe in sorrow over their loss of strength and ability the new race, often called Dovahsil (Dragon Soul) by their true dragon brothers, took to building a culture to match the humanoid races the Dovahsil now resembled. Due to the need of a union the History.
Draggovern legend states that they came into being due to a curse meant to maim Bahamut during an ancient war with Tiamat. When the curse was aimed at Bahamut one of the Great Gold Wyrm's, Kuraenixia the Presence, took the curse instead, however, the magic was so great that it bounced upon many of the other combatants. This curse over time diminished the dragons size and power until they were similar in size and stature to that of humans and elves. Rather than writhe in sorrow over their loss of strength and ability the new race, often called Dovahsil (Dragon Soul) by their true dragon brothers, took to building a culture to match the humanoid races the Dovahsil now resembled. Due to the need of a union, the Draggovern were able to give up the issues that arise between the different dragon species and took to crafting a new legacy. were able to give up the issues that arise between the different dragon species and took to crafting a new legacy.
Draggovern thrives in cramped quarters far from the light of the sun. Most live in vast warrens deep beneath the earth, but a few instead prefer to make their homes beneath tangles of overgrown trees and brush. Saving their malice for other races, most Draggovern gets along well with their own kind. While squabbles and feuds do occur, the elders who rule Draggovern communities tend to settle such conflicts swiftly. Draggovern delight in taking slaves, relishing the chance to torment and humiliate them. They are also cowardly and practical and often end up bowing to more powerful beings. If these creatures are of another humanoid race, Draggovern often schemes to free themselves from subjugation as soon as possible. If the overlord is a powerful draconic or monstrous creature, however, Draggovern see no shame in submission and often shower adoration on their new leader. This is especially true if the Draggovern serve a true dragon, who they tend to worship outright.
Draggovern often seethes with hatred and jealousy, but their innate caution ensures that they only act on these impulses when they have the upper hand. If unable to safely indulge their urge to physically harm and degrade members of other races, they resort to careful insults and "practical jokes" instead. They consider both dwarves and elves to be deadly rivals. Draggovern fears the brute power of half-orcs and resents humans for the dominant status that race enjoys. They believe half-elves blend the best qualities of both parent races, which strikes kobolds as fundamentally unfair. Draggovern believes halflings, small in stature, make wonderful slaves and targets for Draggovern rage and practical jokes. When the gnomes first arrived in the mortal realm, Draggovern saw them as perfect victims. This sparked waves of retaliation and reprisal that have echoed on down through the centuries and earned the Draggovern' permanent enmity.
Draggovern Names
Draggovern have personal names given at birth, but they put their clan names first as a mark of honor. A childhood name or nickname is often used among clutchmates as a descriptive term or a term of endearment. The name might recall an event or center on a habit.
Male Names: Draahzin, Eadoo, Ipmeerk, Jamada, Kib, Makroo, Olp, Yraalik, Zornesk
Female Names: Adriaak, Harkail, Neeral, Ozula, Poro, Saassraa, Tar
Childhood Names: Climber, Earbender, Leaper, Pious, Shieldbiter, Zealous
Clan Names: Clethtinthiallor, Daardendrian, Delmirev, Drachedandion, Fenkenkabradon, Kepeshkmolik, Kerrhylon, Kimbatuul, Linxakasendalor, Myastan, Nemmonis, Norixius, Ophinshtalajiir, Prexijandilin, Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit
In the Dragonlance setting, the followers of the evil goddess Takhisis learned a dark ritual that let them corrupt the eggs of metallic dragons, producing evil dragonborn called draconians. Five types of draconians, corresponding to the five types of metallic dragons, fought for Takhisis in the War of the Lance: auraks (gold), baaz (brass), bozak (bronze), kapak (copper), and sivak (silver). In place of their draconic breath weapons, they have unique magical abilities.
Draggovern (True Kobolds) Traits
Your draconic heritage manifests in a variety of traits you share with other draggovern.Ability Score Increase
Your Dexterity score increases by 2.
Age
Once hatched, Draggovern mature at a breakneck pace. By the time a kobold reaches 7 or 8 years old, on average, they are mentally and physically capable to assist the tribe in some capacity. Draggonverns can live to be over 120 years old but usually die to external causes well before then.
Alignment
Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil (represented by Bahamut and Tiamat, respectively). Most dragonborn are good, but those who side with Tiamat can be terrible villains.
Size
Draggovern is diminutive creatures, virtually never reaching over 3 1/2 feet tall. Your size is Small
Speed
Your base walking speed is 30 feet.
Draconic Ancestry
You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.
Draconic Ancestry
| Dragon | Damage Type | Breath Weapon |
|---|---|---|
| Black | Acid | 5 by 30 ft. line (Dex. save) |
| Blue | Lightning | 5 by 30 ft. line (Dex. save) |
| Brass | Fire | 5 by 30 ft. line (Dex. save) |
| Bronze | Lightning | 5 by 30 ft. line (Dex. save) |
| Copper | Acid | 5 by 30 ft. line (Dex. save) |
| Gold | Fire | 15 ft. cone (Dex. save) |
| Green | Poison | 15 ft. cone (Con. save) |
| Red | Fire | 15 ft. cone (Dex. save) |
| Silver | Cold | 15 ft. cone (Con. save) |
| White | Cold | 15 ft. cone (Con. save) |
| Mercury | Poison | 5 by 30 ft. line (Con. save) |
|---|---|---|
| Abyssal | Necrotic | 15 ft. cone (Con. save) |
| Adamantine | Thunder | 15 ft. cone (Con. save) |
| Amethyst | Acid | 5 by 30 ft. line (Dex. save) |
| Astral | Radiant | 15 ft. cone (Con. save) |
| Brown | Poison | 15 ft. cone (Con. save) |
| Cobalt | Cold | 5 by 30 ft. line (Con. save) |
| Crystal | Radiant | 5 by 30 ft. line (Con. save) |
| Emerald | Thunder | 5 by 30 ft. line (Con. save) |
| Fey | Psychic | 15 ft. cone (Wis. save) |
| Gray | Acid | 15 ft. cone (Dex. save) |
| Iron | Lightning | 15 ft. cone (Con. save) |
|---|---|---|
| Mithral | Radiant | 15 ft. cone (Dex. save) |
| Orium | Acid | 15 ft. cone (Con. save) |
| Purple | Psychic | 5 by 30 ft. line (Wis. save) |
| Sapphire | Force | 15 ft. cone (Con. save) |
| Shadow | Necrotic | 5 by 30 ft. line (Dex. save) |
| Steel | Force | 5 by 30 ft. line (Dex. save) |
| Topaz | Fire | 15 ft. cone (Dex. save) |
| Yellow | Fire | 5 by 30 ft. line (Con. save) |
| Pearl | Force | 5 by 30ft line (Con Save) |
| Divine | Radiant | 5 by 30ft line (Wis. Save) |
Spell Conversion
You can use your action to cast destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.
Damage Resistance
You have resistance to the damage type associated with your draconic ancestry.
Languages
You can speak, read, and write Common, Draconic, and one language of your choice. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.
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