Homebrew (E.H.) Flame Dragomen v.1 Species Details

about your character as a member of the Flame Dragomen:

you are a four legged adult mini brass 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. Speed 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.) Flame Dragomen v.1 Traits

Mini Brass Dragon traits:

Dragon Flight

you can fly 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 Fire Breath as your main dragon breath attack and bite weapons as your main weapons.

note: equip (A.H.C) Fire Breath as your main dragon breath attack; equip (A.H.C.) Normal Bite or (A.H.C.) Big Bite as your permanent main melee weapon.

Fire Resistant

you are resistant to fire in your human form and your dragon form.

Common Proficient

you can read, write, speak, and understand common.

Draconic Proficient

you can read, write, speak, and understand draconic.

vulnerability - cold

you are vulnerable to cold.

fire breath limitation

you cannot attack while flying unless your party's Dungeon master says otherwise..

special abilities 1

you can use one of thee slots to use either minor illusion or detect magic:

Detect Magic:

For ten minutes, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take an action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.

The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

Minor Illusion:

you use one action to create a sound or an image of an object within range that lasts for one minute. This illusion ends if you cast this spell again.

If a creature takes a study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Sound: If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

Image: If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.

dragon Pounce

as a bonus action you can move up to half your speed and then do a bite attack.

Dragon Breath 1

you can use Super Fire Breath as your second dragon breath attack instead of Fire breath.

note: to use Super Fire Breath, equip (A.H.C.) Super Fire 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.

Dragon Breath 2

you can use comet breath as a second alternate attack to fire breath.

Note: to use comet breath, equip (A.H.C.) Comet Breath

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 either use Speak With Animals or Draconic Lullaby three times per long rest.

Speak with animals:

using a action, for ten minutes, you can comprehend and verbally communicate with Beasts, and you can use any of the influence action’s skill options with them.

Most Beasts have little to say about topics that don’t pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.

Draconic Lullaby:

you use an action to sing a lullaby.

Draconic Lullaby. Constitution Saving Throw: DC 15, each creature in a 15-foot Cone. Failure: The target takes one point of exhaustion. at the start of the target's next turn the target automatically sleeps for ten minutes after which the exhaustion point is removed. The target wakes up if it takes damage or a creature within 5 feet of it takes an action to wake it, but waking up the target mid sleep does not remove the point of exhaustion. this attack cannot give more than one exhaustion point to a target. also, you take a short rest or long rest to remove a point of exhaustion gained from this attack.

 

Species Abilities 3

you can use either Heat Breath or Scorching Ray 3 times per day.

Heat Breath:

Heat Breath. Dexterity Saving Throw: DC 15, one creature you can see within 60 feet. Failure: (1d8) Fire damage, and the target’s Speed is halved until the end of its next turn. Failure or Success: you can’t take this action again until the start of your next turn.

Scorching Ray:

You take an action to breathe out three fiery rays that each have a range of 20 feet. You can breathe them at 2 targets within range or 3 targets. Make a ranged spell attack for each ray. for each ray, the target must make a dexterity saving throw of DC 15 in order to not be hit by the attack. On a hit, the target takes 1d6 Fire damage.

Special Abilities 4

you can use either Shapeshift or Detect Thoughts three times per long rest.

Shapeshift:

you use 1 action to shapeshift into a medium sized beast or humanoid form for 1 hour or until you take a magic action to shape-shift into a different medium sized beast or humanoid form. You must have seen the sort of creature before, and it can’t be a Construct or an Undead. your abilities and stats remain the same regardless of the form you choose.

Detect Thoughts:

as one action you activate one of the effects below. Until the spell ends at 1 minute, you can activate either effect as a Magic action on your later turns.

Sense Thoughts. You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don’t read the thoughts, but you know that a thinking creature is present.

The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

Read Thoughts. Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target’s mind right now. If the target doesn’t know any languages and isn’t telepathic, you learn nothing.

As a Magic action on your next turn, you can try to probe deeper into the target’s mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target’s reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target’s mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.

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