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### Pseudodragon (optional) 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. Sorcerers with the Draconic Bloodline are more inclined to gain such a bond than others. 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 a 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 gains the statistics to the right: After you revive your pseudodragon, it will not approach you or aid you for 8 hours. 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. Your pseudodragon however will not allow you to "milk it", and if you slay it you may 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 +7 > - **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 magically communicate simple ideas, emotions, and images telepathically with any creature within 100 ft. of it that can understand a language. > >**Familiar.** This pseudodragon serves you as a familiar, forming a magic, telepathic bond with you. While you two are bonded, you can sense what the pseudodragon senses as long as you are within 1 mile of each other. While the pseudodragon is within 10 feet of you, you share the pseudodragon's Magic Resistance trait. If it dies then you may expend a 1st level spell slot to revive it again. At any time and for any reason, the pseudodragon can end its service as a familiar, ending the telepathic bond. However, if you revived it after dying it will merely stay away for (usually) 8 hours before approaching you again. As an action, you may summon your Pseudodragon to appear within 5 feet of you, if it is willing. > ___ > ##### 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 DC 12, or become poisoned for 1 minute. 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