Homebrew Adventurer Faerie Dragon (2024_v2) Species Details

Although they are absolutely true dragons, Faerie Dragons are extremely small in size, compared to their large metallic or chromatic dragon cousins—about the size of a cat.
Each has an iridescent coat of scales that reflects all colors of the rainbow. Having lost much of their connection to the Feywild, urbanised or adventurer Faerie Dragons have more of a choice of the colour they wish to be.

Although they have lost access to some of their natural magical prowess in the process, they have learned how to grow in power and gain access to greater magics through more than just age. Some develop an interest in the adventures who pass through the towns and cities, aligning themselves to them and begin to act more like them. Over time they find their innate connection to the fey magic dampening, forcing them to change and adapt. Eventually they become weaker in some ways, compared to their wild kin, but much stronger in so many other ways.

Although they consider humanoids boorish for their overall lack of a sense of humor, some of these playful tricksters began to live among humans, elves, and even dwarves. They were particularly fond of the amicable halflings, with whom they shared a great enjoyment of the lighter side of life, and the industrious gnomes, who were always tinkering with the most fascinating trinkets. 

Their size frequently becomes their advantage in adventurer parties, allowing them to sneak through or rely on their newly learned magical abilities in infiltration and heist roles. 

Adventurer Faerie Dragon Traits

With their connection to the Fey Wild dampened, Adventurer Faerie Dragons are weaker than their Wild Kin but their minds are unshackled, allowing them to learn more than they could before.

Size

A typical Faerie Dragon is around 2 feet long and weighs in the area of 5-10 pounds around the size of a large house cat.

  • You do not benefit from the Light property of weapons that have it, and you can not use a weapon in your off-hand for two-weapon fighting.
  • Versatile weapons must be wielded in two hands, and deal their basic damage rather than their versatile damage
  • You have Disadvantage on attack rolls with Two-handed weapons.
  • You can not wield Heavy weapons
  • All other one-handed weapons must be wielded in two hands
  • You do not benefit from the Finesse property of weapons, unless the weapon also has the Light property.
  • You are able to make better use of cover, treating 1/2 cover as 3/4 cover and 3/4 cover as total cover. 
  • You can also use smaller items in the environment like boxes or smaller rocks as half cover 
  • You may occupy the same space as another Tiny, Small or Medium creature 

Movement

Your base walking speed is 10 feet. You have a flying speed of 35 feet.

You cannot use your flying speed if you are wearing medium or heavy armor. In addition, when you take damage while flying, make a Constitution save with a DC equal to 10 or half the damage is taken, whichever is higher. If you fail the saving throw, you fall to the ground.

Faerie Dragon Magic

You know the dancing lights, mage hand, and minor illusion cantrips and can cast them at will. Additionally, you know the invisibility spell and may cast it once, targeting only yourself. Once you cast this spell, you may not do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.

Minor Telepathy

You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.

Euphoric Breath

You can exhale a puff of euphoric gas at one creature within 5 feet of you. The creature must succeed on a Wisdom saving throw with a DC equal to 8 + your Constitution modifier + your proficiency bonus.

A creature that fails its save cannot take reactions and must roll a d6 at the start of each of its turns to determine what it must do for that turn. On a roll of 1, the target moves in a random direction and takes no actions or bonus actions. On a 2-5, the target moves in a random direction. On a 6, the target behaves normally for the turn. This effect lasts for 1 minute or until it succeeds on a Wisdom saving throw at the end of its turn. Once you use this feature, you can't do so again until you finish a short or long rest.

Dragon

Your creature type is Dragon. You are immune to spells and effects such as hold person that specifically target humanoids.

Languages

You can read, write, and speak Common, Draconic, and Sylvan.

Age

Faerie Dragons mature earlier than most dragons, usually at around 5 years, although they are not considered "emotionally mature" (in a relative sense) until they are around 50 years old. They can live upwards of 5000 years.

Alignment

Faerie Dragons love playing tricks above pretty much anything else, but very rarely are they malicious. Most are chaotic, and usually lean towards good. Evil faerie dragons use their tricks for vicious purposes, often to cause grievous harm for their own amusement.

 

Adventurer Faerie Dragon (2024_v2) Traits

As a Faerie Dragon, you have the following racial traits.

Faerie Dragon Magic

You know the dancing lights, mage hand, and minor illusion cantrips, and can cast them at will.

Additionally, you know the invisibility spell and may cast it once, targeting only yourself. Once you cast this spell, you may not do so again until you finish a long rest.
Your spellcasting modifier is either Intelligence, Wisdom, or Charisma (choose when you select this race).

Minor Telepathy

You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.

Darkvision

You can see well in darkness. You have Darkvision to a range of 60 feet.

Creature Type

You are a Dragon.

Size

You are Tiny.

Euphoric Breath

You can exhale a puff of euphoric gas at one creature within 5 feet of you. The creature must succeed on a Wisdom saving throw with a DC equal to 8 + your Constitution modifier + your proficiency bonus.

A creature that fails its save cannot take reactions and must roll a d6 at the start of each of its turns to determine what it must do for that turn. On a roll of 1, the target moves in a random direction and takes no actions or bonus actions. On a 2-5, the target moves in a random direction. On a 6, the target behaves normally for the turn. This effect lasts for 1 minute or until it succeeds on a Wisdom saving throw at the end of its turn. Once you use this feature, you can't do so again until you finish a short or long rest.

Speed

Your walking speed is 10 feet.

Flight

Because of your wings, you have a flying speed of 35 feet. You can’t use this flying speed if you’re wearing medium or heavy armor.

Previous Versions

Name Date Modified Views Adds Version Actions
9/4/2024 4:29:30 PM
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