Pseudodragon Familiar Class

by Bamboori

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Pseudodragon Familiar



Pseudodragon (Level 2)

Tiny dragon, neutral good


  • Armor Class 13
  • Hit Points 7 (2d4+2)
  • Speed 15 ft., fly 60 ft.

STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)

  • Senses Blindsight 10 Ft., Darkvision 60 Ft.
  • Languages Understands Common And Draconic But Can't Speak

Actions

Bite. Melee Weapon Attack: finesse, 1d4 piercing damage

Sting. Melee Weapon Attack: finesse, 1d4 piercing damage. The target must succeed on a constitution saving throw against 8 + con mod + proficiency mod or become poisoned for 1 hour If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake

Pseudodragon Familiar
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd
1st +2 Keen Senses, Limited Telepathy, Natural Armor
2nd +2 Magic Resistance, Familiar
3rd +2 Shared Magic Resistance
4th +2 Ability Score Improvement 1 1
5th +3 Breath Weapon 1 1
6th +3 2 2
7th +3 Saving Throw Proficiency 2 2
8th +3 Ability Score Improvement 2 2
9th +4 Breath Weapon Improvement 3 3
10th +4 Multiplied Magic Resistance 3 3
11th +4 3 3
12th +4 Ability Score Improvement 4 3 1
13th +5 4 3 1
14th +5 Breath Weapon Improvement 4 3 1
15th +5 Shared Senses 5 3 2
16th +5 Ability Score Improvement 5 3 2
17th +6 Extended Magic Resistance 5 3 2
18th +6 6 3 2 1
19th +6 Ability Score Improvement 6 3 2 1

Class Features

As a Pseudodragon Familiar, you gain the following class features

Hit Points


  • Hit Dice: 1d4 per level
  • Hit Points at 1st Level: 1d4 (or 2)+ Constitution Modifier
  • Hit Points at Higher Levels: 1d4 (or 2)+ Constitution Modifier

Proficiencies


  • Armor: None
  • Weapons: None
  • Tools: None

  • Saving Throws: None
  • Skills: Perception. Stealth

Equipment

You start with no equipment. You are proficient with your natural weapon attacks.

Keen Senses

The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

Magic Resistance

The pseudodragon has advantage on Saving Throws against Spells and other magical effects.

Natural Armor

The pseudodragon's AC equals 11+ its dex modifier.

Limited Telepathy

Starting at level 2, the pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 ft. of it that can understand a language.

Familiar

Starting at level 2, the pseudodragon can serve another creature as a familiar, forming a magic, Telepathic Bond with that willing companion. While the two are bonded, the companion can sense what the pseudodragon Senses as long as they are within 1 mile of each other. While the pseudodragon is within 10 feet of its companion, the companion shares the pseudodragon's Magic Resistance trait. At any time and for any reason, the pseudodragon can end its service as a familiar, ending the Telepathic Bond.

Shared Magic Resistance

Starting at level 3, the pseudodragon can share its Magic Resistance trait with any one creature within 10 feet of it.

Ability Score Improvement

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

The pseudodragon cannot gain any Feats instead of an Ability Score Improvement.

Spellcasting

The Pseudodragon Familiar table shows how many slots of each spell it has. When gaining a level, the pseudodragon can exchange one of its known spells with another from the Pseudodragon spell list. The spell slots recharge on a long rest.

Spellcasting Ability

The pseudodragon casts spells using its wisdom. It does not need material components or any kind of arcane focus to cast its spells, however it must be able to speak (no actual language) and perform somatic components.

Spell save DC = 8 + prof mod + wis mod

Spell attack mod = prof mod + wis mod

Breath Weapon

Starting at level 5, the pseudodragon can use its action to breathe acid in a 10 foot cone in front of it. Each creature in that area must make a constitution saving throw against 8 + con mod + proficiency mod or take 2d4 acid damage, and half as much on a successful save. The damage increases to 3d4 at 9th level and to 4d4 at 14th level. Once used, the breath weapon cannot be used until the pseudodragon takes a short or long rest.

Saving Throw Proficiency

Starting at level 7, the pseudodragon becomes proficient in dexterity and wisdom saving throws.

Multiplied Magic Resistance

Starting at level 9, the pseudodragon can share its Magic Resistance trait with a number of creatures equal to its proficiency bonus.

Shared Senses

Starting at 15th level, the pseudodragon can grant a creature it touches the ability to use its action to perceive through the pseudodragons senses.

Extended Magic Resistance

Starting at 17th level, the range of the pseudodragon's Magic Resistance trait increases by 10 feet, to a total of 20 feet.

Pseudodragon Spell List

1st Level
  • Detect Evil and Good
  • Divine Favor
  • Expeditious Retreat
  • False Life
  • Protection from Evil and Good
2nd Level
  • Blur
  • Gust of Wind
  • Invisibility (Self only)
  • Warding Bond
  • Warding Wind
3rd Level
  • Blink
  • Crusader's Mantle
  • Haste (Self only, extra action allows attack)
  • Protection from Energy
  • Wind Wall
 

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