Creature Cohorts: The Faerie Dragon

by MisterThr33

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Creature Cohorts:
The Faerie Dragon

Faerie Dragon Cohorts

The scribe put down his quill as his eyes narrowed. "I couldn't have heard that right," he said, "weaponized faerie fire?"

The guard nodded. "So I've heard. A little innovating by the fae-dragons, if you'll ignore the pun. They found a way to give faerie fire a little extra kick. Might be what we needed against the raiders." The guard shrugged, his helmet failing to conceal his raised eyebrows.

A slight draft brushed by the two men. "Suppose it was needed," said the scribe, "those tiny dragon-kin can't bite through metal-- I didn't see any other way they'd make themselves useful." After a long moment, the scribe shook his head and picked up his quill again. When he dipped the feather-tip in the inkwell, though--

The explosion was far from fatal. That did not stop either man from a brief panic, however.

Through double-doors at the end of the long stone hall came the University's high administrator and a tiny, floating companion. Neither seemed concerned about the wisps of smoke in the center of the room.

The dragon-kin was scarcely the size of a house cat. It hovered a few feet above the cold floor, its wings resembling a cross between a butterfly and a violet-colored drake. "I can assure you," said the creature, "we have many ways to leave our mark."

A second faerie dragon blinked into view just a few inches from the scribe's face. "We have numerous talents indeed," the fae-dragon said, "and with friends like us, who needs an army?"

art by Iris Compiet
cover art by AlsaresLynx

What is a Cohort? (*2.0)

A creature cohort is a monster straight from the pages of Dungeons and Dragons Fifth Edition that has been redesigned for use as its own race and associated class. A cohort race and class (like the Faerie Dragon race and Faefire Adept class) are typically meant to be taken together. The Faefire Adept, though, is designed for use with any race or lineage.

A cohort can be used for multiple purposes: as a sidekick (friendly NPC), a recurring villain/rival, or as a player character. You create a cohort much like making a character, following the same rules in the Player's Handbook.

However, cohorts are designed to be built differently depending on how they are used. If a cohort is being used as an NPC sidekick, then the cohort does not get a background at 1st level, nor do they choose a subclass as they advance in their class. Cohorts as sidekicks instead rely on the base class alone for their abilities- which leads to a more streamlined, simpler experience (at a power level a little lower than that of a full-fledged player character).

(Note that, at the time of this writing, there are multiple existing cohorts that are not yet designed around 'subclasses for characters only'. For cohorts prior to the Angel release (July 2021) it is recommended to use those cohorts as written. Updated versions of those cohorts are planned for future releases.)

Faerie Dragon Racial Features

Faerie Dragons combine the unique traits of both fey and dragons, protected by vivid scales and magical traps alike. Their knack for trickery leaves them with many friends-- and enemies-- and neither group would doubt their cunning. The Feywild is more unpredictable, though sometimes more enjoyable, due to their presence.
Ability Score Increase. One ability score of your choice increases by 2, and one other ability score of your choice increases by 1.
Age. Faerie dragons age fairly quickly, being able to fend for themselves in about a year's time. Within five years, such dragons are able to travel on their own and often learn quickly in doing so. Faerie dragons have shorter lifespans than their larger kindred, living for a century or more rather than millenia.
Alignment. Though fey and dragons both run the spectrum of good versus evil-- faerie dragons tend to lean more so towards chaos. As a species, more are good-aligned than evil, preferring harmless pranks on friends and saving the harsh material for their enemies. Some faerie dragons do have cruelty streaks, though...

Size. Faerie dragons can be quite small, to the point of being fragile if unprotected. A faerie dragon that functions as an NPC sidekick may be Tiny-sized. However, it is highly recommended that a faerie dragon acting as a player-character be treated as a Small-sized creature.
Speed. Your base movement speed is 25 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.
Draconic Nature. You count as a dragon for the purposes of spells and effects.
Natural Protection. Your vibrant scales shield you from many attacks. While you are not wearing any armor, your Armor class equals 13 + your Dexterity modifier.

However, you are unable to use weapons, or any armor (including shields) unless they are specifically crafted or modified for members of your species (the Warden of the Grove subclass can make improvised weapons from wood, however-- see the subclass below).
Flight. You gain a fly speed of 30 feet. Your wings work only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.

You fly at only half the normal speed if you carry weight that exceeds two-thirds of your maximum carrying capacity. You cannot fly at all if you carry weight that exceeds your carrying capacity.

At 7th level, your flying speed becomes 50 feet, and you no longer fall if you end your turn in the air.
Innermost Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the color spray spell once per day. When you reach 5th level, you can also cast the mirror image spell once per day. You do not require any components when casting these spells in this way. Charisma is your spellcasting ability for these spells.
Magic Resistance. You have advantage on saving throws against spells and other magical effects.
Languages. You naturally speak Common and Draconic. Many faerie dragons choose Sylvan as an extra language.

New Class: The Faefire Adept

Class Features

As a faefire adept, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per faefire adept level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) plus your Constitution modifier per faefire adept level after 1st.

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: None

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art by Dark-Spine-Dragon


  • Saving Throws: Dexterity, Charisma
  • Skills: choose three from Arcana, Deception, Insight, Nature, Perception, Persuasion, Sleight of Hand, Stealth and Survival

Equipment

You start with the following equipment, in addition to any equipment granted by your background:

  • (a) a burglar's pack or (b) an explorer's pack
  • a marble made of quartz and 50 gold

Faefire

Faerie dragons are not known for their martial prowess. However, with their natural spellcasting ability, these creatures are more than capable of defending themselves.

As an action during your turn, you can make a ranged spell attack against a creature within 60 feet of you that you can see. On a hit, the target takes damage equal to 1d6 plus your Charisma modifier. In addition, the next time that creature makes a successful melee or ranged attack before the end of its next turn, the damage of that attack is reduced by an amount equal to your Charisma modifier.

The damage dealt by this ability may be acid, cold, fire or lightning damage (you choose when you use the ability). The faefire may visibly glow bright blue, green, red or violet as you choose.

In addition, your faefire becomes stronger as you gain faefire adept levels:

At 5th level, your faefire deals damage equal to 2d6 plus your Charisma modifier.

At 11th level, your faefire deals damage equal to 3d6 plus your Charisma modifier. Starting at this level, you also reduce the damage dealt by the target's next successful attack by double your Charisma modifier.

At 17th level, your faefire deals damage equal to 4d6 plus your Charisma modifier.

Faefire Adept

Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Bonus Cantrips, Faefire, Natural Armor
2nd +2 Limited Invisibility, Spellcasting 2
3rd +2 Euphoria Breath, Fae Court 3
4th +2 Ability Score Improvement 3
5th +3 Spell Trap 4 2
6th +3 Faefire Veil 4 2
7th +3 Court Ability, Out of Sight 4 3
8th +3 Ability Score Improvement 4 3
9th +4 4 3 2
10th +4 Instant Spell Trap 4 3 2
11th +4 Court Ability 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 4 3 3 1
14th +5 Greater Euphoria Breath 4 3 3 1
15th +5 Court Ability 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 4 3 3 3 1
18th +6 Superior Invisibility 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Trap for Every Occasion 4 3 3 3 2

Natural Armor

You develop the scaly hide of a faerie dragon, which is thick enough to protect you from many attacks. Your scales might be subtle or obvious as you choose. While you are not wearing any armor, your Armor class equals 13 + your Dexterity modifier.

Bonus Cantrips

At 1st level you learn two cantrips of your choice from the bard or sorcerer spell lists. These spells count as faefire adept spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the bard or sorcerer spell list.

Spellcasting

By 2nd level, you have awoken your natural talent for magic. By calling upon the well of magic inherent to dragonkind, you can alter the environment around you to befuddle your enemies and protect your allies. The Faefire Adept spell list is at the end of this class description.

Preparing and Casting Spells

The Faefire Adept table shows how many spell slots you have to cast your spells. To cast one of your faefire adept spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of faefire adept spells that are available for you to cast, choosing from the faefire adept spell list. When you do so, choose a number of faefire adept spells equal to your Charisma modifier + half your faefire adept level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level faefire adept, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell color spray, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of faefire adept spells requires time spent in quiet reflection: at least 1 minute per spell level for each spell on your list.

art by Angevere

Spellcasting Ability

Charisma is your spellcasting ability for your faefire adept spells, since their power comes from both your draconic heritage and, perhaps, your strength of personality. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a faefire adept spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Spellcasting Focus

You can use a precious or semiprecious stone as a spellcasting focus for your faefire adept spells. This includes valuable gems such as diamonds, rubies and sapphires-- or less valuable stones like lapis lazuli, garnets and colored quartz.

Limited Invisibility

At 2nd level, you can hide yourself from your enemies, albeit only briefly. As a bonus action, you can turn invisible until your concentration ends (as if concentrating on a spell). Any equipment you wear or carry is invisible with you.

.

If you use an action or move action, the invisibility ends immediately.

This ability has a maximum duration of 1 round per faefire adept level. You may use this ability once per point of proficiency bonus, and recover any expended use upon completion of a long rest.

Euphoria Breath

It is said that the breath of a faerie dragon does not scorch, freeze or otherwise harm others... instead, these creatures can expel a mind-altering gas that confuses those around them.

At 3rd level, as an action during your turn, you can exhale a breath of euphoria gas at one creature within 5 feet of you. The target must succeed on a Wisdom saving throw versus your spellcasting DC or be affected. On a failed save, the target cannot take reactions and must roll a d6 at the start of each of its turns to determine its behavior during that 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 cannot move, but can take actions or bonus actions normally so long as it remains in place.

This ability lasts 1 minute. At the end of an affected creature's turns, they may reroll their Wisdom saving throw against this ability, ending the effect on itself on a success.

You may use this ability twice, and recover any expended use upon completion of a long rest.

Fae Court

Faerie Dragons (and the pseudo-sorcerers that mimic their powers) may draw upon the innate magic of both dragons and fey. In this sense, it is possible to specialize one's abilities further.

If your cohort is being created as a player character (or if it is meant to have an equivalent power level) then at 3rd level, you choose your subclass-- the Seelie Fae-Dragon, the Unseelie Wyrm, or the Watcher of the Grove. Fae Court options are detailed at the end of this class description.

Your choice grants you features at 3rd level and again at 7th, 11th and 15th level. Those features include Fae Court spells.

art by BryanSyme

Subclass Spells

Each subclass has a list of associated spells. You gain access to these spells at the levels specified in the subclass description. Once you gain access to a subclass spell, you always have it prepared. Subclass spells don't count against the number of spells you can prepare each day.

If you gain a subclass spell that doesn't appear on the faefire adept spell list, the spell is nonetheless a faefire adept spell for you.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Spell Trap

Whether for tripping up opponents where they are found, or for defending one's home and hoard, the faerie dragon is all but peerless in the art of magical pranks and traps.

Starting at 5th level, you can create a mostly invisible magical trap on a surface or within an object. This functions as the glyph of warding spell, with a few differences:

  • When using this ability, you do not consume a third-level spell slot as you would when casting glyph of warding. You do, however, still consume a spell slot for any spell cast into a spell glyph this way.
  • You cannot create explosive runes with this ability, only spell glyphs per the glyph of warding description. You may only cast a prepared spell of 3rd level or lower into a spell glyph created with this ability.
  • The casting time of glyph of warding is reduced to 1 minute, or the casting time of the spell cast into a spell glyph, whichever is longer.
  • You may have one active spell trap per point of proficiency bonus. If you cast another spell trap while at this maximum, your oldest existing spell trap is dispelled. You may also dispel an existing spell trap as a bonus action.

You may use this ability twice, and recover any expended use upon completion of a long rest.

When you have no uses remaining, you can continue to use this ability, but must expend a 2nd-level or higher spell slot (in addition to the spell slot used to imbue a spell into the trap) each time you choose to do so.

Faefire Veil

Starting at 6th level, you are always protected by a barely visible veil of faefire. When you are hit by a melee or ranged attack, you may use a reaction to target the attacking creature with your faefire ability. This ability hits or misses before the triggering attack deals damage.

Out of Sight

At 7th level, you may use actions and move actions without ending the effect of your limited invisibility. If you make an attack, use a damaging cantrip, or cast a spell, your invisibility still ends.

Instant Spell Trap

Your ability to trap enemies with magic has grown to a supernatural level. At 10th level, you may create a spell trap as an action, or in the time required to cast the spell imbedded in the spell glyph, whichever takes longer.

You may use this ability once, and recover any expended use upon completion of a long rest.

Greater Euphoria Breath

At 14th level, whenever you use your Lesser Euphoria Breath ability, you may choose to affect a 30-foot cone originating on yourself. All creatures in that area roll saves against the ability as normal.

Superior Invisibility

At 18th level, your limited invisibility has an unlimited duration. You must still maintain concentration to sustain the ability.

Trap for Every Occasion

Your mastery of tricks and traps is, quite simply, peerless. At 20th level, you may use a reaction to trigger one of your spell traps. The spell trap must be within your line of sight. If the spell contained in the trap is a targeted spell, the target must be both within your line of sight and within 30 feet of the trap.

Fae Court

At 3rd level, some faefire adepts take on the mantle of the Feywild's Faerie Courts. Once a court is chosen, a faefire adept gains additional spells unique to that court, as well as other specialized abilities. You choose one of the fae courts available: the Seelie Fae-Dragon, The Unseelie Wyrm, or the Watcher of the Grove.

Seelie Fae-Dragon

The Seelie Court has a reputation for benevolence amongst fey. However, while they are more likely to help outsiders in need, the allies of this court are no less adaptable (or unpredictable) than the other fey courts. Faefire adepts of the Seelie Court can mend the wounds of allies as easily as they confound their opponents.

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art by Sandara Tang

Court Spells

You gain court spells at the faefire adept levels listed.

Court Spells
Faefire Adept Level Spells
3rd cure light wounds, entangle
5th hold person, lesser restoration
9th revivify, slow
13th death ward, freedom of movement
17th greater restoration, hallow

Wellspring

Starting at 3rd level, you gain the ability to shield those around you, channeling your innermost reserves of magic to prevent wounds rather than cause them. You have a pool of d4s that you can spend in this way. The number of dice in the pool equals your faefire adept level.

As a bonus action, you can target one ally within 60 feet of you, spending one die from the pool. You roll the die you spend, add your Charisma modifier, and bestow a number of temporary hit points equal to the total.

Your pool regains all expended dice when you finish a long rest.

Backup Plan

At 7th level, you gain one additional daily use of your spell trap ability, which is recovered as normal upon completion of a long rest. Your maximum number of active spell traps is now equal to your proficiency bonus plus one.

In addition, if a spell that restores hit points is stored with your spell trap ability, you roll double the dice to determine the hit points recovered by the stored spell.

Locus of Light

The Seelie Court tends to rely on potent, flashy magic to intimidate their foes without necessarily harming them. At 11th level, whenever you use your wellspring ability on an ally, you may choose up to one creature within 5 feet of that ally. The creature must make a Dexterity saving throw against your spellcasting save DC or be blinded until the end of their next turn.

Once a creature has succeded on a saving throw against this ability, they become immune to this ability for 24 hours.

Faked Death

At 15th level, whenever you or a creature within 60 feet of you would be reduced to 0 hit points, you may use a reaction to instead have that creature drop to 1 hit point. The creature falls unconscious but is otherwise stable.

During any of your turns in the next minute, you may use a bonus action to awaken the creature. If you do, that creature is restored to half of its maximum hit points (rounded up) and is cleansed of any conditions affecting it. Immediately after your turn, that creature may stand up, move up to its movement speed and take a single action. Afterward, the creature's initiative score becomes the same as your own for the remainder of the encounter.

You may use this ability once, and recover any expended use upon completion of a long rest.

Unseelie Wyrm

The Unseelie Court is most closely associated with the more brazen and harmful pranks of the Feywild, with allies of said court often caring little for others besides themselves (and possibly their friends). Unseelie agents train in potent debilitating magicks, and can take pleasure in crushing their enemies under the weight of their own inadequacies.

Court Spells

You gain court spells at the faefire adept levels listed.

Court Spells
Faefire Adept Level Spells
3rd chromatic orb, fog cloud
5th darkness, moonbeam
9th call lightning, stinking cloud
13th blight, confusion
17th cone of cold, cloudkill

Feywild Surge

At 3rd level, whenever you hit a creature with your faefire ability, you may cause the ability to spring from the target to another creature of your choice within 5 feet of it. The second creature takes force damage equal to your Charisma modifier.

Explosive Trap

Starting at 7th level, whenever you use your Spell Trap ability, you may choose to instead create explosive runes as described in the glyph of warding spell description. The runes function exactly as though cast by the spell glyph of warding, though these explosive traps still count towards your maximum number of active spell traps.

Otherworldly Vision

At 7th level, you gain darkvision out to a distance of 60 feet. If you already have darkvision, the range extends to 120 feet. You can also see clearly through areas that are lightly or heavily obscured in this radius, as well as through the area of any darkness spell cast by you.

Belligerent Mind

Unseelie fey have a reputation for being difficult to pin down. This is true of their minds as well as their physical forms. Starting at 11th level, whenever you succeed on an Intelligence, Wisdom or Charisma save, you may force the source of the ability (if the source is a creature) to make the same kind of saving throw (Intelligence, Wisdom, or Charisma) against your Spellcasting save DC. If the creature fails the save, they become stunned for 1 minute. The creature may repeat the saving throw at the end of each of their turns, ending the effect on a success.

You may use this ability once, and recover any expended use upon completion of a long rest.

Attrition

At 15th level, when a creature fails a saving throw against a spell you cast, you may choose to make that creature vulnerable against all damage types for 1 minute. The next time damage is dealt to that creature, the ability fades immediately afterward.

You may use this ability once, and recover any expended use upon completion of a long rest.

Watcher of the Grove

While the Fae Courts have considerable influence in the Feywild, there are some traditions so ancient that no one court can lay claim to them. The Watchers are those fey who protect the sacred places, the forbidden knowledge, and the wondrous artifacts of not one Fae Court, but all of them. Fortified by magic and training both, the Watchers are more martial than other faefire adepts, but they are no less dangerous to all manner of foes.

Court Spells

You gain court spells at the faefire adept levels listed.

Court Spells
Faefire Adept Level Spells
3rd bless, find familiar
5th arcane lock, mirror image
9th haste, nondetection
13th locate creature, polymorph
17th animate objects, passwall

Cudgel

At 3rd level, you learn the shillelagh cantrip. This spell counts as a faefire adept spell for you. In addition to a club or quarterstaff, you can cast shillelagh on any piece of wood that is larger than your fist (like a stick or tree branch), which either grows to the size of a club or a quarterstaff for a creature of your size (you choose when you use the cantrip). The wood remains in its augmented size as long as the shillelagh cantrip remains active.

Ironwood Sentry

The art of reinforcing wood through magic-- like the oft-lost technique of creating ironwood-- is no secret to you. At 3rd level, you gain proficiency with medium armor and shields. In addition, any wooden weapon or shield held in your hands is as durable and hard as steel so long as you continue to hold it. Weapons enhanced in this way function exactly like steel weapons of the same size and weapon type, dealing the same damage as their actual steel counterparts.

In addition to any existing options, you may now treat a wooden weapon or shield as a spellcasting focus for your spells.

Veiled Strike

Starting at 7th level, whenever you use your feyfire ability, you can make one weapon attack as a bonus action.

In addition, any wooden weapon in your hands is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Torchbearer

Watchers are tasked with protecting their homes using any means available-- as part of this philosophy, the more experienced members of this caste learn to imbue their weapons with faefire. A watcher's own weapons are immune to the effects of the flames, but their enemies tend to be more susceptible.

art by Gwen Bassett

At 11th level, whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 damage. This damage may be acid, cold, fire or lightning damage (you choose when the damage is rolled).

In addition, you can spend a bonus action to make a weapon in your hand shed colorful light. The weapon sheds bright light in a 20 foot radius, and dim light for an additional 20 feet. The weapon remains lit until you release it from your grasp, or until you use another bonus action to end the effect.

Inner Focus

Your foes may try to rid you of your magical boons, but as a Watcher you have learned to retain much of the magic that would be stolen from you. Starting at 11th level, whenever you lose concentration on a spell due to taking damage, you may roll a Charisma saving throw against the same Concentration DC that caused you to lose the spell. If you succeed on this save, you regain one expended spell slot up to one level lower than the spell you lost (minimum of 1st level).

You may use this ability twice, and regain any expended use upon completion of a long rest.

Homeward Glyph

At 15th level, you may spend 1 minute inscribing an invisible rune onto a surface or object. This functions the same as your spell trap ability, with one important difference: you do not inscribe a spell into the glyph-- you instead create a connection between the glyph and yourself.

When the glyph is triggered, or when you spend a reaction to activate it with a thought, you teleport to the glyph with no chance for error, or to the nearest unoccupied space to the glyph. You may choose up to six willing creatures within 60 feet of you when the glyph is triggered- those creatures teleport with you to the glyph (also with no chance of error), taking up the nearest unoccupied spaces.

You may teleport in this way over any distance, but only if you are on the same plane as the glyph.

Once you teleport to the glyph this way, it ceases to exist. This ability does not count towards your maximum number of spell traps-- you may have a homeward glyph active indefinitely. The glyph remains until it is used, dispelled, or until you create a new homeward glyph with this ability.

You may use this ability once, and recover any expended use upon completion of a long rest.

Faefire Adept Spell List

1st Level
  • Charm Person
  • Color Spray
  • Comprehend Languages
  • Detect Magic
  • Disguise Self
  • Faerie Fire
  • Feather Fall
  • Identify
  • Illusory Script
  • Silent Image
  • Sleep
  • Tasha's Hideous Laughter
  • Unseen Servant
2nd Level
  • Animal Messenger
  • Blindness/Deafness
  • Enthrall
  • Hold Person
  • Invisibility
  • Knock
  • Magic Mouth
  • Mirror Image
  • Misty Step
  • Phantasmal Force
  • See Invisibility
  • Silence
  • Suggestion
3rd Level
  • Bestow Curse
  • Clairvoyance
  • Dispel Magic
  • Fear
  • Feign Death
  • Glyph of Warding
  • Hypnotic Pattern
  • Major Image
  • Nondetection
  • Sending
  • Speak with Plants
  • Stinking Cloud
  • Tongues

art by Kent Davis

4th Level
  • Compulsion
  • Confusion
  • Dimension Door
  • Freedom of Movement
  • Greater Invisibility
  • Hallucinatory Terrain
  • Polymorph
5th Level
  • Animate Objects
  • Dominate Person
  • Dream
  • Geas
  • Hold Monster
  • Mislead
  • Modify Memory

Faerie Dragon Cohorts - Miscellany

Challenge Rating for Faerie Dragons

The following challenge ratings are based on the Monster Statistics by Challenge Rating table on page 274 of the Dungeon Master's Guide. Note that the below numbers were calculated without accounting for equipped magic items.

As a point of reference: The average level 20 player character may have a CR around 12-14 depending on the character's build and magic items, and can become higher still when using an optimized build and powerful items.

Cohort Level Recommended CR
1 1/4
2 1/2
3 1
4 2
5 2
6 3
7 3
8 3
9 4
10 4
11 5
12 6
13 6
14 7
15 7
16 7
17 8
18 9
19 10
20 10

Roleplaying as a Faerie Dragon

Faerie Dragons love a few things in life-- precious gems, a clever prank, and hearty laughter amongst them. While not all faerie dragons are good-natured, it is rare for their kind to prefer isolation over the company of others. After all, even a masterful prank does nothing without an audience.

Note that pranks, tricks and other mayhem do not always have to come at another's expense. Some faerie dragons prefer pleasant surprises (like planting an invigorating spell in another's teacup, ready to trigger when liquid is poured into it). For these creatures, the ultimate goal is to spice up life with unexpected twists and turns. Some faerie dragons use humor to bond with others. The cruel amongst their kind, though, may instead seek only to please themselves. Regardless, once you've lived with a faerie dragon, it can be hard to adjust to the silence afterward.

Tricks and Traps

The faefire adept (whether used with the faerie dragon lineage or with another option) can outmaneuver enemies by clever use of their illusions and spell trap ability. Taking advantage of spell trap's shortened casting time (one minute as opposed to glyph of warding's full hour) can enable you and your allies to get the first blow against a powerful enemy. If you have the luxury of planning a battle in advance (such as luring foes to your position) then few characters have as many tools as the faefire adept in overwhelming foes with magical (and perhaps even mundane) traps.

Credits

Cover Art by AlsaresLynx (https://www.deviantart.com/alsareslynx)
Page 2 Art by Iris Compiet (https://iriscompiet.art/)
Page 3 Art by Dark-Spine-Dragon (https://www.deviantart.com/dark-spine-dragon)
Page 5 Art by Angevere (https://www.deviantart.com/angevere)
Page 6 Art by BryanSyme (https://www.deviantart.com/bryansyme)
Page 7 Art by Sandara Tang (https://www.artstation.com/sandara)
Page 9 Art by Gwen Bassett (https://www.artstation.com/gwendybee)
Page 10 Art by Kent Davis (https://www.artstation.com/idrawbagman)
Page 12 Art by Gabor Szikszai (https://www.artstation.com/szikaar)
Back Cover Art by Griffsnuff (https://www.deviantart.com/griffsnuff)
Watercolor stains by Jared Ondricek (https://watercolors.giantsoup.com/xgte/xgte
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May Your

Sidekick

Live a Little

Creature Cohorts were created by me, Mister_Thr33, and were inspired by Tasha's Cauldron of Everything as well as the 3rd Edition supplement Savage Species

'Creature Cohorts' is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Special thanks to the r/unearthedarcana and r/dndhomebrew subreddits for their input and inspiration

No traps were left unsprung in the making of this document

Thank you all for your support!

 

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