Dnd 5e Faerie Dragon
The faerie dragon is a small dragon that enjoys pranks and practical jokes. However, they should not be underestimated because of their playful nature. Every 5 levels of the master, the faerie dragon gains a use of either or its.The faerie dragon thrives on pranks, mischief, and practical jokes.
Faerie dragons resemble miniature with gossamer butterfly wings. Although they are generally well-meaning, most adventurers are advised to be wary of their sense of humor. They are also found to be of, who often share their sense of humor.StatisticsRace:Alignment:Armor class: (including the )Hit points:Attack bonus:Damage:at level 1: 1 + 3at level 34: 1d4 + 8 slashing damageat level 35: 1d2 + 3.
D&d Faerie Dragon
Trained skills:, (at level 21) (No skills improve after level 29.)Feats:, (at level 21), (at level 21), (at level 21)Blueprint: x0fmfdrg01 to x0fmfdrg40 Special abilitiesFaerie dragon familiars are immune to and have that increases with their master's level. They can also cast with a equal to their master's, subject to a maximum of 15, as well as use a.
At later levels, their natural weapon (a bite) gets an.
I'm creating my first home brew campaign for 1st level characters and while they're tracking some baddies into the woods I want them to have a non-combat encounter with some faerie dragons who aren't particularly hapoy about our heroes being in those woods. I figure there will be some illusory puzzles for them to solve to appease the FDs.
If they fail they won't be able to take the long rest they will badly want before pushing through to their next battles. Looking for some thoughts on what i should throw at them.As a reminder the Faerie dragons can cast1/day each: color spray, dancing lights, hallucinatory terrain, mage hand, major image, minor illusion, mirror image, polymorph, suggestionThey also have Euphoria Breath (Recharge 5-6). The dragon exhales a puff of euphoria gas at one creature within 5 feet of it.
The target must succeed on a DC 11 Wisdom saving throw, 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: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 DC 11 Wisdom saving throw, ending the effect on itself on a success. Chokher bali full movie download 720p. First of all let me congratulate you on your first homebrew campaign. You seem to grasp that rewards are hugely diverse and go beyond 'loot'.
Being able to take a long rest as a reward is a nice touch and makes me think you have some scope to be a fantastic DM.Not an answer, but some questions that might clarify things:1) What role do the dragons play in the world - are they passive or actively trying to achieve things as a group? Are they victims or powerful.2) Same as 1, but asking what role they play in the plot/subset of events that the PCs are involved with (but the whole arc, not just the encounter).3) What role could they fill in future in the campaign?
And scope for them to be recurring NPCs? If so, what types are you missing?4) What plot/world exposition have you missed?
Could their non combat quest involve an investigation that would tell them more about the world? Could their quest be to persuade someone of something (thereby acting as a way to introduce a particular NPC they could have a future relationship with).5) What are the characters/differences between the dragons in the group? How does this impact the relationship between them?6) Is there a risk your PCs will not recognise it can be solved without swords - i.e. The solution to the dragons not letting them rest may be something other than just killing the faerie dragons. As a DM you don't need to follow the rules of the mm so I say give the fearie dragons fearie fire. They players walk in on the fearie dragons just when the finish their ritual to transport that part of the forest to the fey wilds so the pc's are now stuck in the fey wild.The dragons laugh and say make a game out of it.Every pc gets a different colour at shortly after turning a colour they will hear giggling and might see 1 or 2 fearie dragons one for each player with the same colour as them.
First of all let me congratulate you on your first homebrew campaign. You seem to grasp that rewards are hugely diverse and go beyond 'loot'. Being able to take a long rest as a reward is a nice touch and makes me think you have some scope to be a fantastic DM.Woah!
Thank you so much for the encouraging words. And thank you for those questions. They are helping me think about this encounter, as well as others in the game in a way that makes the whole campaign all the richer. Fantastic advice!TundraBuccaneer These are some super cool suggestions. I love the idea of them taking the adventurers to a different plane, and using the faerie lights.
Feels like a fantasy version of something Tron-like. I'm not sure it's quite right for the flavour I'm going for, but I may steal some elements of this.JellyPooga Now I'm worried that my campaign could devolve into a debate on colour theory!!;pI think what I'm going to end up doing is simply have the faerie dragon's keep messing with the party and the main task will be to realize they are being messed with and to try and communicate with the invisible tricksters to find out what they wany. If they can convince the faerie dragons that they are on the same side, or bribe them with treasure, they can get their long rest and continue on their journey (with potential help from the the FDs and other forest creatures along the way).
So, things like minor illusion to present false tracks of the lizard folk they will be tracking, hallucinatory terrain to make the proper path seem impassable, suggestion to force characters into making bad decisions, Mage Hand to steal their stuff, etc. There will likely be multiple warnings from NPCs in town that the woods are haunted.