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#### Pseudodragon Unlike wizards, sorcerers usually don't have any familiars to act as their companions. A way around that is to gain the trust and friendship of a pseudodragon as described in the *Monster Manual* (page 254). At your Dungeon Master's discretion you may be approached by a pseudodragon during your adventures. Due to its advantages, it is recommended that this happens around 5th level. After you have gained the pseudodragon's trust, usually gained over an extended period of time, you may bond with it. Due to your draconic bloodline, you are able to enhance some traits of the pseudodragon, while others are scaled back. Your pseudodragon may gain the game statistics listed in this work instead of those in the *Monster Manual*. As an action, you can summon your Pseudodragon to appear within 5 feet of you, if it is willing. Should your pseudodragon die, then you can revive it with full health by expending a 1st level (or higher) spell slot. After you revive your pseudodragon, it will not approach you for (usually) 8 hours as it is upset that you allowed it to die. It will however not break the familiar bond it has with you, but be sure to pamper it afterwards, like you would a cat. However, even though your pseudodragon loves being pampered, you must avoid calling it your "pet" at any cost, for there is a chance that it will leave you if you do. After all, your pseudodragon companion is your friend, not some kind of dog. Despite this, it loves being called cute names, and it adores being cuddled like a pet would. Pseudodragons actually revel in the cuteness of their spoken name, and names like Snookie or Cuddles or Boo Boo are quite popular. Pseudodragons are also famous for their venom, which is used as a magical ingredient, and fetches a high price on the market. It will however not allow you to "milk it", and if you slay it you can never bond with another pseudodragon again. \columnbreak ___ > #### Pseudodragon >*Tiny dragon, neutral good* > ___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 9 + your level > - **Speed** 15 ft., fly 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|6 (-2)|17 (+3)|14 (+2)|10 (+0)|12 (+1)|14 (+2)| >___ > - **Saving Throws** Dex +5, Con +4, Wis +3 > - **Skills** Perception +3, Stealth +5 > - **Senses** blindsight 10 ft., darkvision 60 ft, passive Perception 13 > - **Languages** Understands common and draconic but can't speak > ___ > >***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. > >***Limited Telepathy.*** The pseudodragon can communicate simple ideas, emotions, and images telepathically with any creature within 100 ft. of it that can understand a language. > >***Familiar.*** This pseudodragon has a magic, telepathic bond with you. You can sense what the pseudodragon senses as long as you are within 1 mile of each other. You share its Magic Resistance trait if it is within 10 feet of you. > ___ > ##### Actions > ***Sting.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 1d4 + 3 piercing damage. The target must succeed on a Constitution saving throw against your spell save DC -5, or fall unconscious for 1 minute. It wakes if it takes damage or another creature uses an action to wake it.