Homebrew Faerie Dragon Species Details

Invisible Tricksters. The only warning of a faerie dragon’s presence is a stifled giggle. The dragon stays out of sight, watching invisibly as its victims contend with its pranks. When its fun is done, the dragon might reveal itself, depending on the disposition of its “prey.”

Friendly and Bright. A faerie dragon has a sharp mind, a fondness for treasure and good company, and a puckish sense of humor. Travelers can play to a faerie dragon’s draconic nature by offering it “treasure” in the form of sweets, baked goods, and baubles in exchange for information or safe passage through its territory.

The Colors of Age. A faerie dragon’s scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.

Faerie Dragon Traits

Creature Type: Dragon, Size: Tiny, Speed: 30 feet flying (10ft walk)

Fly speed

You have a flying speed of 30 ft.
You can not Fly wearing medium and heavy armor.

Anger of the Faerie Dragon

When someone earns your ire (whether by stepping on your tail or simply being rude), you can focus your piercing gaze upon them.

As an action, choose one creature you can see within 30 feet of you. That creature must succeed on a Charisma saving throw against your spell save DC or feel an uncanny sense of being watched for 1 minute.

While under this effect, the creature might avoid your gaze, glance over their shoulder, or get goosebumps when you’re nearby. This is a harmless, purely narrative effect and imposes no mechanical penalties.

A creature that succeeds on the saving throw is immune to this effect from you for the next 24 hours.

Size

Your size is Tiny, but for the purpose of carrying capacity, weapon use, and other size-based mechanics, you are treated as Small.

Languages

Your character can speak, read, and write Common, Sylvan and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Bite

You bite your foe or friend. Your bite counts as a simple melee weapon you are proficient with. It does fixed 1 piercing damage. No Modifiers are added or subtracted to the damage.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Limited Telepathy

Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.

Invisibility

In a dire situation, you can vanish from others sight. As an action you can make your self invisible until the end of your next turn or your concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it. The spell ends early if you attack or cast a spell.

You can use this Feature a number of times equal to your Proficiency Bonus per long rest.

Improved Trickery (Recharge 6)

Improved Trickery (Level 5)
Your mastery of mischief lets you vanish in a puff of magic when least expected.

At 5th Level your Invisibility feat gains an recharge mechanic. When all uses are depleted, roll a d6 at the start of your turn. When you roll a 6, you regain a use of your Invisibility feature, even if you’ve used all your normal uses. This recharge roll can only occur during combat — the thrill of danger makes your magic sparkle brighter.

Outside of combat, when you finish a short rest, you may choose one of the following:

  • The Sensible Route – Calm your magic, take a deep breath, and regain 1 use of your Invisibility feature.

  • The Daring Gamble – Roll a d20. On a 20, your magic bursts forth in giddy excitement and you regain all expended uses of your Invisibility feature. On any other result… the magic fizzles, and you regain none.

Fairy shenanigans (1 time per long rest)

Your nature and/or experience from home teached you a trick or two. As a action you can use either Euphoria Breath or Sparkling Breath one time before it needs to recharge. You regain the use after a long rest.

Euphoria Breath 


The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a Wisdom saving throw against your spellsave DC, or for 1 minute, the target can’t take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:

For 1 minute, the target can’t take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn.

1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.

5–6. The target doesn’t move, and the only thing it can do on its turn is make a Wisdom saving throw against your spellsave DC, ending the effect on itself on a success.

Sparkling Breath

Exhale a breath of colorful sparkles into the face of your enemy. You can cast Color Spray at 1st level with no material component needed.

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