Homebrew Faerie Dragon Species Details
Magical dragons that have eschewed living wild to be closer to more potential targets for their pranks.
Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.
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 500 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.
Size. A typical Faerie Dragon is around 2 feet long and weighs in the area of 5-10 pounds. Your size is tiny.
Speed. Your base walking speed is 15 feet.
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 can't discern color in darkness, only shades of gray.
Dragon. Your creature type is Dragon.
Faerie Dragon Magic. You know the dancing lights, and minor illusion cantrips and can cast them at will. Charisma is your spellcasting ability for these spells.
Flight. You have a flying speed of 50 feet. You cannot use this 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. When you carry more than half your variant encumbrance weight, your fly speed starts decreasing by 5 feet for every extra pound carried.
Minor Telepathy. You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathy, but it must be able to understand at least one language. This process of communication is slow and limited, allowing you to transmit and only simple ideas and straightforward concepts.
Invisibility. As a bonus action, you can magically turn invisible until your concentration ends (as if concentrating on a spell) or you attack with a weapon or cast a spell. Any equipment you wear or carry is invisible with you. Once you lose this benefit via attacking or casting a spell, you cannot do this again until one minute has passed.
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 of DC 8 + your proficiency bonus + your Constitution modifier. A creature that fails its save becomes incapacitated and has it's speed reduced to 0 for one minute. The creature can repeat the save at the end of each of it's turns, ending the effect on a success. Once you use this feature a number of times equal to your proficiency bonus, you can't do so again until you finish a short or long rest.
Languages. You can read, write, and speak Common, Draconic, and Sylvan.
Tiny Player Characters
The races presented in the Player's Handbook are all Small or Medium sized, and the weapons and combat rules presented therein are designed around those sizes. Until official Tiny player races come out, the following rules can be used to better represent them in combat.
Weapons
Tiny player races have special rules for weapons with the following properties:
- Tiny races do not benefit from the Light property, so these weapons cannot be used in the off-hand for two-weapon fighting. But they are still a one-handed weapon
- Versatile weapons must be wielded in two hands, and deal their basic damage rather than their versatile damage
- Tiny creatures have disadvantage on attack rolls with Two-handed weapons.
- Heavy weapons cannot be wielded by a Tiny races at all
- All other one-handed weapons must be wielded in two hands
- Tiny races do not benefit from the Finesse property, unless the weapon is also light
To support Tiny PCs who wish to engage in two-weapon or ranged fighting, a new weapon property – Undersized – can be used. A list of undersized weapons can be found on that page.
Other Equipment
Other equipment typically work the same as normal when shrunk down to an appropriate size for the character. Tiny equipment will weigh 1/8 of medium counterparts and cost 1/4 when made by tiny crafters. Getting a larger creature to make tiny equipment normally costs the same as normal sized equipment due to the difficulty in crafting something so small.
Spacing and Movement
Although they cannot deal as much damage with weapons, Tiny creatures enjoy some benefits due to their size. As a Tiny race, you can:
- Squeeze into smaller spaces – as small as 1 inch
- Make better use of cover – in general, where another PC would gain half cover or three-quarters cover, you gain three-quarters cover and total cover respectively. You can also gain half cover from objects that would otherwise be considered incidental, such as rocks or tree saplings
- Occupy the same space as another Tiny or larger creature and larger creatures can carry you.
Encumbrance
Per PHB p.176, note that a Tiny creature's carrying and lifting capacity is half the normal for their Strength.
Faerie Dragon Traits
Magical Trickster DragonsAbility score increase
Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.
Flight
Flight. You have a flying speed of 50 feet while not wearing 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. When you carry more than your encumbrance, your fly speed starts decreasing by 5 feet for every extra pound carried.
Faerie Dragon Magic
Faerie Dragon Magic. You know the dancing lights, and minor illusion cantrips and can cast them at will. Charisma is your spellcasting ability for these spells.
Minor Telepathy
Minor Telepathy. You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathy, but it must be able to understand at least one language. This process of communication is slow and limited, allowing you to transmit only simple ideas and straightforward concepts.
Euphoric Breath
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 of DC 8 + your proficiency bonus + your Constitution modifier. A creature that fails its save becomes incapacitated and has it's speed reduced to 0 for one minute. The creature can repeat the save at the end of each of it's turns, ending the effect on a success. Once you use this feature a number of times equal to your proficiency bonus, you can't do so again until you finish a long rest.
Darkvision
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 can't discern color in darkness, only shades of gray.
Languages
Languages. You can read, write, and speak Common, Draconic, and Sylvan.
Dragon
Dragon. Your creature type is Dragon.
Invisibility
As a bonus action, you can magically turn invisible until your concentration ends (as if concentrating on a spell) or you attack with a weapon or cast a spell. Any equipment you wear or carry is invisible with you. Once you lose this benefit via an attack or casting a spell, you cannot do this again until one minute has passed.
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