Homebrew (E.H.) Amethyst Dragomen v.1 Species Details
about your character as a member of the Amethyst Dragomen:
you are a medium sized, four legged, mini Amethyst dragon that joins your party.
history:
a long time ago some good hearted dragon's that wanted to co exist with humans, elves, and dragonborn decided to live among humans, elves, and dragonborn by changing their form to look like humans. these good hearted dragons call themselves Dragomen in order to not be confused with the lizard like mainly meat eater dragons that heroes encounter and these good dragons are mammalian and they are omnivores which set them apart from the ordinary evil dragons and good dragons.
an ancient legend of the creation of the dragonborn:
legends tell of a different origin of the dragonborn that states that dragonborn are the result of humans or elves mating with members of the Dragomen species.
lifestyle of the Dragomen species:
the dragomen don't flaunt their dragon forms but they mainly stay in human form since their human form is more pleasing to most of the eyes of elves, humans, and dragonborn. the Dragomen species have the same desires and hated things as humans do, so beings that are like humans more easily become friends with the members of the Dragomen species. members of the dragomen species can be female or male.
reproduction of Dragomen:
female Dragomen nurse young like female humans and female mammalian animals do. female Dragomen do lay eggs as part of their reproduction cycles. young of the Dragomen species take as long as young humans take to grow up
habitat, favorite jobs, and favorite things to do of the dragomen species:
Dragomen like any place the humans and elves live in but but they prefer to live where what their favorite job is. Flame Dragomen are dragomen who are usually soldiers, mercenaries, factory workers, and blacksmiths since they love working hard on making physical things and using fire. Wet Dragomen are dock workers, sailors, ship captains, and fishermen since they love areas that are always wet. Frost Dragomen are police, scientists, spies, and lawyers since they love studying things and they love the cold. Electric Dragomen are power plant specialists, engineers, mechanics, and inventors since they love tinkering and fixing things and they like electricity and lightning. Flower Dragomen are gardeners, farmers, medical doctors, nurses, paid babysitters, surgeons, chefs, cooks, and dentists because they like cooking food, growing crops, and healing people. Rock Dragomen are construction workers, miners, offshore drilling platform workers, concrete plant workers, and subway workers because they love working underground, they love building things, and they love working on rocks and minerals. Wind Dragomen are athletes, fast food workers, mail delivery workers, food delivery drivers, animal catchers, and package delivery drivers because they like doing things as fast as the wind. Bright Dragomen prefer to do jobs that mostly have you work outside and in the daytime since they love being in the light of the sun. Dark dragomen prefer doing jobs that are inside a structure and at nighttime because they love being in the dark.
(E.H.) Amethyst Dragomen v.1 Traits
Amethyst Dragon traits:Dragon Flight
you can fly (Hover) up to 30 feet of distance when in dragon form instead of using your walking speed. you cannot fly while you are in your human form.
Prehensile Tail
you can use your dragon tail as if it were a hand while you are in dragon form. you cannot use your tail to grab things while you are in your human form since your human form doesn't have a tail.
Dragon Steed
you can be ridden as if you are a horse but you cannot use any movement speed other than your walking speed while being ridden.
dragon weapons
you use Gravity breath as your main ranged weapon and bite weapons as your main weapons.
note: equip (A.H.C) Gravity Breath as your permanent ranged weapon; equip (A.H.C.) Normal Bite or (A.H.C.) Big Bite as your permanent main melee weapon.
Resistant - force
you are resistant to force damage.
Common Proficient
you can read, write, speak, and understand common.
Draconic Proficient
you can read, write, speak, and understand draconic.
vulnerability - radiant
you are vulnerable to Radiant Damage.
flying attack limitation
you cannot attack while flying unless your party's Dungeon master says otherwise..
special abilities 1
you can use either Blink or dispel magic three times per long rest:
Blink:
use 1 action to roll a 1d6 at the end of your turn for one minute. On a roll of 4–6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you can’t see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can’t perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane.
You return to the other plane at the start of your next turn and when the spell ends at one minute, if you are on the Ethereal Plane. You return to an unoccupied space of your choice that you can see within 10 feet of the space you left. If no unoccupied space is available within that range, you appear in the nearest unoccupied space.
Dispel Magic:
use an action to choose one creature, object, or magical effect within 120 feet. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus your strength modifier). On a successful check, the spell ends.
Psychic Step
Psychic Step. as a bonus action, you can magically teleport to an unoccupied space you can see within 60 feet of you.
alternate fire 1
you can use Singularity Breath as an alternate attack to gravity breath.
note: to use Singularity Breath, equip (A.H.C.) Singularity Breath
dragon blindsight
you have blindsight up to 20 feet.
Dragon Darkvision
you have dark vision up to 40 feet.
dragon walking
you can walk or run up to 30 feet.
alternate fire 2
you can use Explosive Crystal as a second Alternate attack for Gravity Breath:
Note: Explosive Crystal is used by equipping (A.H.C.) Explosive Crystal.
fear of flying danger
unless your dungeon master states otherwise: as a pure dragon, you fear getting hurt while flying over deep places (like a ravine or the ocean.), so you stay on the ground. also, you are used to walking and running rather than flying.
Special Abilities 2
you can use either only Shapeshift or Protection From Evil And Good three times per day,
Shapeshift:
You can take an action to shape-shift into a medium beast or humanoid form. you can stay in the new form for 1 hour or until you take a magic action to shape-shift into a different medium sized beast or humanoid form. to shapeshift into a creature, you must have seen it before and it can’t be a Construct or an Undead. your temporary new forms only have your stats and abilities but not your appearance.
Protection From Evil And Good:
using 1 action, for 10 minutes, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can’t be possessed by or gain the charmed or frightened conditions from them. If the target is already possessed, charmed, or frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.
Amphibious Dragon
you can breathe air and water.
Species Abilities 3
you can use sending, two times per long rest,
Sending:
as 1 action, you send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message.
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive. You know if the delivery fails.
Upon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails.
Draconic Telepathy
you have Telepathy up to 30 feet.
Telepathy:
You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.
Until you want the spell to end, you and the target can instantly share words, images, sounds, and other sensory messages with each other through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature to understand the meaning of your words and any sensory messages you send to it.
Resistant - Psychic
you are resistant to psychic damage.
bonus ability 1
you can use Control Water once per long rest.
Control water:
as 1 action but for 10 minutes, you control any water inside an area you choose that is a cube up to 100 feet on a side, using one of the following effects. As a magic
action on your later turns, you can repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water. You part water in the area and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool. You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool lasts until you choose a different effect or the spell ends. The whirlpool is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature in the water and within 25 feet of the whirlpool is pulled 10 feet toward it. When a creature enters the whirlpool for the first time on a turn or ends its turn there, it makes a Strength saving throw. On a failed save, the creature takes 2d8 Bludgeoning damage. On a successful save, the creature takes half as much damage. A creature can swim away from the whirlpool only if it first takes an action to pull away and succeeds on a Strength (athletics) check against your spell save dc (Strength Save).
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