Homebrew (E.O.H.) Common Fairy Dragon Species Details

 

 

about your character as a member of the Common Fairy Dragon species:

you are a four legged Adult Medium or small Common Fairy Dragon that joins your party.

 

What is known about Common fairy Dragons:

Common Fairy Dragons can be medium size and small size but they like to live among people and and other creatures while looking like humans. they can be evil, good, or neutral in temperament just like humans. they tend to work as steeds, veterinarians, ranch owners, and any other job that has them work with animal species or other dragons since they can more easily get animals and dragons to trust them. they are a part of the common dragon species which are known to be really good steeds of same size or smaller, two legged, non animal creatures.

 

History of Common Fairy Dragons:

 

throughout history common fairy dragons have been the steeds of two legged non animal creatures in forests and this has made common fairy dragons famous due to the heroic deeds of the non animal creatures that ride them. 

(E.O.H.) Common Fairy Dragon Traits

Common Fairy Dragon traits:

Dragon Flight

you can fly up to 30 feet.

warning note: it can be very dangerous for you to use a flying speed in D&d since it is overly powerful and because it can be the easy answer to everything. but there is a catch to using flying speed and that is because it is overly powerful, dungeon masters can and most likely will, easily, cause you to get hurt or flung somewhere else by using it unless flying speed is important story wise. also, there is a reason planes have engines, so keep this in mind when choosing to use a flying character and know that flying speeds are more like cosmetic than useful.

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 Plus

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. while being ridden and in combat you take your turn right after your rider or his summoned steed. also, while being ridden, your walking speed is an extra 30 feet and your rider can move you up to that speed while riding you. you can only be ridden by your party members. also you can't be ridden by a party member that is larger than your size. you can be ridden by and party member that is the same size as you or smaller. while being ridden, you and your rider's walking speed is (your walking speed plus 30 feet). while you are being ridden, you and your rider move like someone riding a horse but with you and your rider being able to each choose the direction you move.

dragon weapons

you use Laser Breath as your main dragon breath attack and bite weapons as your main weapons.

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

Animal Resistant

you are resistant to animal attacks.

Common Proficient

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

Draconic Proficient

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

dragon 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 2

you can use (E.N.H.) Plasma Breath as your second dragon breath attack.

Note 1: to use (E.N.H.) Plasma Breath, use a (E.N.H.) Page of Evolution and then equip (E.N.H.) Plasma Breath. you need to find and use a (E.N.H.) Page of evolution to have (E.N.H.) Plasma Breath.

Note 2: (E.N.H.) Plasma Breath and (E.N.H.) Page of Evolution are things i published as homebrew magic items on the D&D beyond website in the community homebrew section.

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 3

you can use (E.N.H.) Plasma Grenade as your third dragon breath attack.

Note 1: to use (E.N.H.) Plasma Grenade, use a (E.N.H.) Page of Evolution and then equip (E.N.H.) Plasma Grenade. you need to find and use a (E.N.H.) Page of evolution to have (E.N.H.) Plasma Grenade.

Note 2: (E.N.H.) Plasma Grenade and (E.N.H.) Page of Evolution are thing i published as homebrew magic items on the D&D beyond website in the community homebrew section.

Species 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 one slot to use either Animal Herding or Animal Taming. you can do this 3 times per Long Rest.

Animal Herding:

Your character is naturally good at finding animals, so you can find an animal by rolling a 1d20 to see if you find an animal. this is used instead of doing a survival check to find something in an area.

Animal Taming:

You can roll a die to see if you can tame any animal that you find since you are proficient in taming every type of animal. Dungeon Master decides which die you roll.

Species 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.

Dragon Glide

You can glide to the ground or water from a high place.

Note: this can be done while being ridden. you and the one one riding you can activate this ability.

Rider Armor

While being ridden your Armor class and you rider's armor class is equal to (a number calculated by looking at you armor class and your rider's armor class and seeing who has the highest armour class.).

Note: for example, if a party member has 20 AC and you have 15 AC, you and that party member each have 20 AC while that party member is riding you since your that party member's AC is higher than your AC.

Damage Sharing

while being ridden, if either you or your rider takes damage, you and your rider can choose to divide the damage between you both. also, while being ridden, if either you or your rider takes damage, you or your rider can choose to take all the damage instead.

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