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Dragon Disciple

s some of the most ancient, powerful, and


capricious creatures in existence, dragons
occasionally enter into trysts with unsuspecting
mortals or sire offspring with exceptional
individuals. Likewise, the great power wielded
by these creatures has long intrigued wizards
who have sought various magical methods to
infuse their bodies with draconic power. As a result, the blood
of dragons runs through the veins of many races. For some,
this heritage manifests as a sorcerous bloodline and a
predilection for magic; for others, however, the power of their
draconic ancestors becomes an obsession. All races who
embrace their draconic heritage and learn to channel their
abilities can become dragon disciples, fearsome warriors
who possess not only the repertoire of an accomplished
sorcerer but also the ability to unleash the furious power of
dragons upon their foes. As dragon disciples discover the
power of their forebears, they can learn to breathe fire, take
flight on leathery wings, and at the pinnacle of their abilities
assume the form of a dragon. Although they are rare,
dragon disciples can be found in any land where dragons
interact with mortals.

Draconic Nature
Dragon Disciples inherit personality traits common to their
draconic heritage, so that half-gold dragons are often shy and
secretive, while half-copper dragons are impish and playful.
Half-green dragons are deceitful, while half-white dragons are
often dim-witted brutes. These traits are tempered by a
Dragon Disciples other Lineage, but greed, arrogance, and
paranoia are qualities that even good-aligned half-dragons
often possess. Before becoming a Dragons Disciple, initiates
drink of the Dragon's blood. It is this blood that gives them
their extraordinary features.

Ancient Ancestry
The most important question to consider when creating your
Dragon Disciple is your ancestry. As a starting character,
you'll choose an ancestry that ties you to a draconic
bloodline. The black, blue, green, red, and white dragons
represent the evil side of dragonkind. Aggressive, gluttonous,
and vain, chromatic dragons are dark sages and powerful
tyrants feared by all creatures. While the brass, bronze,
copper, gold and silver metallic dragons seek to preserve and
protect, viewing themselves as one powerful race among the
many races that have a place in the world. The ancestry you
choose will shape your goals and ideals. Perhaps you feel like
youve been given this power for some lofty purpose. Or you
might decide that the power gives you the right to do what
you want, to take what you want from those who lack such
power.

Dragon Disciple
Proficiency
Level Bonus Features

Equipment
Breath
Weapon

You start with the following equipment, in addition to the


equipment granted by your background:

1st

+2

Dragon Ancestor, Draconic


Scales, Dragon Breath

3d8

2nd

+2

Dragonmark

3d8

3rd

+2

Archetype Feature, Counter


Claw

3d8

4th

+2

Ability Score Improvement

3d8

Dragon Ancestor

5th

+3

Dragon Bond, Extra attack

3d8

6th

+3

Archetype Feature, Blood of


the dragon

4d8

7th

+3

Dragonscale Aura

4d8

8th

+3

Ability Score Improvement

4d8

9th

+4

Dragon Bond, Dragon Forged


Metal

4d8

At 1st level, you choose one type of dragon as your ancestor.


The damage type associated with each dragon is used by
features you gain later. You can speak, read, and write
Draconic. Additionally, whenever you make a Charisma check
when interacting with dragons, your proficiency bonus is
doubled.
You have resistance to the damage type associated with
your draconic ancestry.

10th

+4

Ferocious Willpower

4d8

11th

+4

Archetype Feature

5d8

Dragon Variety

12th

+4

Ability Score Improvement

5d8

Black

Acid

13th

+5

Dragon Bond

5d8

Blue

Lightning

14th

+5

Dragon Wings

5d8

Brass

Fire

15th

+5

5d8

Bronze

Lightning

16th

+5

Ability Score Improvement

6d8

Copper

Acid

17th

+6

Archetype Feature

6d8

Gold

Fire

18th

+6

Dragonscale Aura, Draconic


Presence

6d8

Green

Poison

19th

+6

Ability Score Improvement

6d8

20th

+6

True Dragon Manifestation

6d8

(a) a martial weapon and a shield or (b) two martial


weapons
(a) a shield, or (b) any simple weapon
(a) a light crossbow and 20 bolts or (b) a lance
(a) a dungeoneers pack or (b) an explorers pack

Draconic Ancestry
Damage Type Resisted

Red

Fire

Silver

Cold

White

Cold

Draconic Scales

Class Features
As a Dragon Disciple, you gain the following class features

Hit Points
Hit Dice: 1d10 per Dragon Disciple level
Hit Points at 1st Level: 10 + your Constituion modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constituion
modifier per Dragon Disciple level after 1st

Proficiencies
Armor: Shields
Weapons: Simple weapons, Martial weapons
Tools: None
Saving Throws: Strength, Charisma
Skills: Choose two from Acrobatics, Athletics, History,
Insight, Intimidation, Perception and Religion.

As magic flows through your body, it causes physical traits of


your dragon ancestors to emerge. Your skin is covered by
thick dragon- like scales hard as steel. When you arent
wearing armor, your AC equals 10 + your Dexterity modifier +
your Strength modifier. You can use a shield and still gain
this benefit.

Dragon Breath
At 1st level you can use your action to exhale destructive
energy. Your draconic ancestry determines the size, shape,
and damage type of the exhalation. The shape and size of the
breath weapon are given by the following table.
When you use your breath weapon, each creature in the
area of the exhalation must make a saving throw, the type of
which is determined by your draconic ancestry. The DC for
this saving throw equals 8 + your Constitution modifier +
your proficiency bonus. If you already have a breath weapon
you gain an additional use of this feature. When first
acquired, the breath weapon deals 3d8 points of damage. The
damage increases based on your dragon disciple level to 4d8
at 6th level, 5d8 at 11th level, and 6d8 at 16th level. A
creature takes half damage on a successful save.

After you use this breath weapon you cannot use it again until
you complete a short or long rest.

Dragonmark Benefits

Breath Attack

Detection Detect magic, mage Detect


hand
thoughts

Dragon Variety Damage Type Breath Weapon

Mark

Least

Lesser

Identify,mage hand Locate


object

Greater

Clairvoyance
Clairvoyance

Black

Acid

5 by 30 ft. line (Dex. Save)

Finding

Blue

Lightning

5 by 30 ft. line (Dex. Save)

Brass

Fire

5 by 30 ft. line (Dex. Save)

Handling Druidcraft, speak


with animals

Bronze

Lightning

5 by 30 ft. line (Dex. Save)

Healing

Copper

Acid

5 by 30 ft. line (Dex. Save)

Gold

Fire

15ft. cone (Dex. save)

Hospitality Friends, unseen


servant

Green

Poison

15ft. cone (Con. save)

Making

Identify, mending

Red

Fire

15ft. cone (Dex. save)

Silver

Cold

15ft. cone (Con. save)

Passage

White

Cold

15ft. cone (Con. save)

Expeditious retreat, Misty step Teleportation


light
circle

Scribing

Comprehend
Sending
languages, message

Tongues

Sentinel

Blade ward,
compelled duel

Blur

Protection
from energy

Shadow

Dancing lights,
disguise self

Darkness Nondetection

Storm

Fog cloud, shocking Gust of


grasp
wind

Sleet storm

Warding

Alarm, resistance

Magic circle

Dragonmark
At 2nd level you gain a magical mark that is a physical
manifestations of the Draconic Prophecy. You gain the ability
to innately cast spells and cantrips, as summarized in the
Dragonmark Benefits table, using Charisma as your
spellcasting ability for each spell, since the power of your
magic relies on your ability to project your will into the world.
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 spell you
cast and when making an attack roll with one. You cast each
spell at its lowest level.
Once you cast a given spell this way, you must finish a long
rest before you can cast it innately again. You must still
expend any material components. Your dragonmark confers
the following benefits:
When you first gain this feature you gain the least
dragonmark. You learn the spells listed under the Least
column.
At 5th level and higher, your mark becomes more potent,
improving to lesser dragonmark. You also learn the spell
listed under the Lesser column.
At 9th level and higher, your marks power increases again,
becoming a greater dragonmark. You also learn the spell
listed under the Greater column.
Spell save DC = 8 + your proficiency bonus + your Charisma
modifier
Spell attack modifier = your proficiency bonus + your
Charisma modifier

Beast
sense

Conjure
animals

Cure wounds, spare Lesser


Revivify
the dying
restoration
Rope trick Leomunds
tiny hut
Magic
weapon

Arcane
lock

Fabricate

Dragon Archetype
At 3rd level, you choose a lineage that you strive to emulate in
your combat styles and techniques. Choose the Dovahkiin,
Dragoon or Shadow Dragon detailed at the end of the class
description. The lineage you choose grants you features at
3rd level and again at 6th, 11th and 17th level.

Counter Claw
At 3rd level your body grows more draconic, growing
powerful claws. When a creature hits you with a melee
attack, you can use your reaction to make a melee attack with
your claws against the creature. You are proficient with your
claws and the damage of the claw attack is 1d4 + Strength
modifier slashing damage.

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


cant increase an ability score above 20 using this feature.

Dragon bond
At 5th level, you gain a small pseudodragon companion that
accompanies you on your adventures. The color of your
pseudodragon matches your dragon ancestry. The
pseudodragon obeys your commands as best as it can and
acts on its own initiative count in combat. On your turn, you
can mentally command the pseudodragon if it is within 60
feet of you and you aren't incapacitated. You decide what
action the pseudodragon takes and where it moves during its
next turn, or you can issue it a general command, such as to
attack your enemies or guard a location. If the pseudodragon
dies, you can obtain another by spending 24 hours magically
bonding with another pseudodragon that isn't hostile to you.
At 9th, and 13th level your pseudodragon companion
grows in size to medium then large as your control over
dragons improves. The stat blocks for your pseuodragon are
listed at the end of the class description.

Dragonscale Aura
Dragon
Variety
Black

All enemies within your aura take acid damage


equal to your Charisma modifier at the start of
your turn.

Blue

All enemies within your aura must make an


intelligence saving throw (DC 8 + Proficiency +
Charisma modifier) to manifest powers, cast spells
or use spell-like abilities.

Brass

You and your allies within your aura add your


Charisma modifier to all intelligence checks.

Bronze You and allies within your aura add your Charisma
modifier to initiative checks.
Copper You and allies within your aura add your Charisma
modifier bonus on any one roll per day. Once a
particular ally chooses to use their bonus, they
cannot use it again for 1 hour, but not for any
other ally who has not yet used the bonus.
Gold

Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.

Blood of the Dragon


At 6th level, your dragon blood beings to rapidly heal your
body when injured. At the start of each of your turns you
regain hit points equal to your Constitution modifier if you
have less than half of your hit points left.
You dont gain this benefit if you have 0 hit points.

Dragonscale aura
At 7th level you utterly dominate any space you occupy
merely by being there. You have learned to harness the
ferocity of the dragon into an aura that has a range of 10ft.
The aura you gain based on your ancestry is listed below.
At 18th level, the range of this aura increases to 30 feet.
Projecting an aura is a bonus action. An aura remains in
effect continually until you use a bonus action to dismiss it.

Aura Effect

You and allies within your aura add your Charisma


modifier as a bonus to any healing, but it only
affects allies at or below half their full normal hit
points.

Green You and your allies within your aura add your
Charisma modifier bonus to all strength checks.
Red

You and allies within your aura receive a damage


reduction to attacks that hit equal to your
Charisma modifier bonus.

Silver

You and your allies within your aura add your


Charisma modifier to all charisma checks.

White You and allies affected by your aura add your


Charisma modifier bonus to weapon attack rolls to
hit.

Dragon Forged Metal


Starting at 9th level, you can transform one metallic weapon
by performing a ritual while you hold the weapon. You
perform the ritual by reforging or tempering the weapon over
the course of 1 hour, which can be done during a short rest.
While you wield the weapon draconic magic flows through
the metal causing it to deal the same type of damage as your
breath attack instead of it's normal damage type.

Ferocious willpower
At 10th level the overwhelming dragon magic within you
makes you immune to sleep and paralysis.

Dragon wings
At 14th level, you grow a permanent pair of wings. You have a
flying speed equal to your current speed. You cant use your
wings while wearing armor unless the armor is made to
accommodate them, and clothing not made to accommodate
your wings might be destroyed when you spread them. To use
this speed, you cant be wearing heavy armor.

Draconic presence
Beginning at 18th level, you can channel the dread presence
of your dragon ancestor, causing those around you to become
awestruck or frightened. As an action, once a day you can
draw on this power and exude an aura of awe or fear (your
choice) to a distance of 60 feet. For 1 minute or until you lose
your concentration (as if you were casting a concentration
spell), each hostile creature that starts its turn in this aura
must succeed on a Wisdom saving throw or be charmed (if
you chose awe) or frightened (if you chose fear) until the aura
ends. A creature that succeeds on this saving throw is
immune to your aura for 24 hours.

True dragon manifestation


At 20th level the Dragon Disciple gains the ability to fully
manifest the power of their chosen dragon ancestry allowing
them to change into the form of a young dragon of their
chosen variety as an action. Once they assume this form they
gain the strength, dexterity and constitution scores as well as
temporary hit points of the dragons health while retaining
their other scores. Anything you are carrying in your hands
falls to the ground and anything on your person either
merges into your body or also falls to the ground (your
choice). You are still able to cast spells and utilize the other
features of your class/archetype. Once you assume this form
you remain in it for one minute. However you may revert to
your original form as a bonus action. Should your temporary
hit points drop to zero in this form you return to your original
form. After you return to your original form you gain one level
of exhaustion. You regain use of this feature after a long rest.

Dragon Archetypes
Different Dragon Disciples choose different approaches to
mastering their fighting style. The dragon archetype you
choose to emulate reflects your approach.

Dovahkiin
Those who emulate the dragons with techniques told in
legend. Using awe-inspiring abilities called Dragonrend and
revering dragons as majestic lords. A Dovahkiin is said to
have been trained by dragons and were taken under the aegis
of a dragon, given otherworldly skills and served as retainers
and defenders.

Dragonrend

Beginning at 3rd level, you learn a powerful form of ancient


dragon magic. You may choose one Dragonrend from those
listed below. You learn one additional Dragonrend at 6th,
11th and 17th level. Additionally, when you gain a level in this
class, you can choose one of the Dragonrends you know and
replace it with another Dragonrend.
After using a Dragonrend you cannot use another
Dragonrend until you finish a long rest.

Fo-Krah-Diin. As an action Freezing fog fills a 20-footradius sphere centered on a point the you can see within 120
feet of you. The fog spreads around corners, and its area is
heavily obscured. Each creature in the fog when it appears
must make a Constitution saving throw, taking (3d6) cold
damage on a failed save, or half as much damage on a
successful one. A creature that ends its turn in the fog takes
(3d6) cold damage. A wind of at least 20 miles per hour
disperses the fog. The fog lasts for 1 minute.
Lo-Sah-Ven. As an action magical darkness spreads from
a point you choose within 60 feet of you, filling a 20-footradius sphere for 1 minute. The darkness spreads around
corners. A creature with darkvision can't see through this
darkness, and nonmagicallight can't illuminate it. If any of the
effect's area overlaps with an area of light created by a spell
of 2nd level or lower, the spell that created the light is
dispelled.
Gol-Klo-Dur. As an action a pit of quicksand forms
beneath one creature that you can see within 120 feet. The
creature must succeed on a Dexterity saving throw or take
(3d6) bludgeoning damage and be knocked prone, blinded
and buried. The buried target is restrained and unable to
breathe or stand up. A creature can take an action to make a
Strength check, ending the buried state on a success.
Frul-Vaaz-Lun. As an action one creature you can see
within 120 feet of you must succeed on a Charisma saving
throw or be banished to a dream plane, a different plane of
existence you have imagined into being. To escape, the
creature must use its action to make a Charisma check
contested by yours. If the creature wins, it escapes the dream
plane. Otherwise, the effect ends after 1 minute. When the
effect ends, the creature reappears in the space it left or in
the nearest unoccupied space if that one is occupied.
Fus-Ro-Dah. As an action you exhale repulsion energy in a
30-foot cone. Each creature in that area must succeed on a
Strength saving throw. On a failed save, the creature is
pushed 30 feet away from you and knocked prone.
Tiid-Neh-Ul. You exhale energy in a 15-foot cone. Each
creature in that area must succeed on a Constitution saving
throw. On a failed save, the creature can't use reactions, its
speed is halved, and it can't make more than one attack on its
turn. In addition, the creature can use either an action or a
bonus action on its turn, but not both. These effects last for 1
minute.

Aberrant Dragonmarks

At 6th level an additional mark appears on your body and you


may choose a second Dragonmark. You gain all the benefits
of a second Dragonmark in addition to the first.

Siberys Dragonmark

At 11th level you gain the final and most powerful form of
your Dragonmarks. You gain the ability to cast additional
spells based upon your mark as summarized in the table
below.

Dragonmark Benefits
Mark

Siberys

Detection

Arcane Eye

Finding

Divination

Handling

Dominate Beast

Healing

Aura of Life

Hospitality

Mordenkaine's Private Sanctum

Making

Creation

Passage

Arcane Gate

Scribing

Contact Other Plane

Sentinel

Globe of Invulnerability

Shadow

Scrying

Storm

Control Winds

Warding

Mordenkainen's Faithful Hound

Mark of Death

By 17th level the rarest and most mysterious dragonmark


appears on your body. This dragonmark grants you the ability
to innately cast the following spells in addition to the effects
of your other dragonmarks; False life, gentle repose,Speak
with dead, blight and raise dead.

After using this feature, you cannot use it again until you
finish a short or long rest.

Tactical Jumps

At 11th level, you have learned how to augment your jumps.


Choose one of the following features:
Double Jump. After hitting an enemy with your Jump
feature, you can use a bonus action to repeat the Jump
against another creature within 15 feet of the first creature.
Doing so counts as expending another use of the of the Jump
feature.
Earthshaker. As an action when you fall, you can expend a
use of your Jump feature to strike the earth with immense
force. Each creature in contact with the ground within 15 feet
of where you land must succeed a Dexterity saving throw
with a Save DC = 8 + your proficiency bonus + your Strength
or Dexterity modifier (your choice) or take 4d6 bludgeoning
damage and be knocked prone. On a successful save, a
creature takes half this damage and is not knocked prone.
Passenger. When you make a leap into the air, you can
expend a use of your Jump feature to carry one willing
creature of your size or smaller to your destination.

Meteor jump

Masters of spears, lances and polearms and adorned in


uniquely crafted armor, Dragoon's have become legendary for
their grace and power. Their intense training, said to have
been passed down by the dragon riders of old, allows these
warriors to leap unnaturally high into the air and strike their
foes with deadly force from above. Sometimes the enemy is
unaware of the Dragoon's presence until they see the shadow
around them growing larger.

Beginning at 17th level, as an action, you can leap up to 500


feet into the air, only to strike moments later with the force of
a meteor. Until the start of your next turn, you are high in the
air and immune to effects on the ground. On your next turn
choose a single creature within 60 feet of the point you left to
make a Dexterity saving throw with a Save DC = 8 + your
proficiency bonus + your Strength or Dexterity modifier, your
choice. If no such creature exists, you fall safely back to your
original location. The creature takes 10d10 damage of the
same type as your weapon on a failed save and half as much
on a successful one. You then land safely in a space adjacent
to the target. After using this feature, you cannot do so again
until you finish a long rest.

Lance specialty

Shadow dragon

Dragoon

Beginning when you select this archetype at 3rd level, when


you wield a Lance, you do not suffer disadvantage when
attacking creatures within 5 feet of you. However, you must
still wield a lance two handed when not mounted.

Jump

Beginning at 3rd level, you can leap to incredible heights.


When you make a long or high jump, the distance you can
travel increases by a number of feet equal to your Strength
score. When falling at least 10 feet through the air, you may
use your action to strike a target beneath you. On a hit, the
target takes an additional 1d6 damage of the same type as
your weapon for every 10 feet you fell. Additionally, if you hit,
you take no falling damage.
You can use this feature a number of times equal to your
Strength modifier (a minimum of once). You regain expended
uses when you finish a long rest.

Lancet

Starting at 6th level, you gain the ability to drain a creature's


energy with your strike. As a bonus action, when you hit a
creature with a melee weapon attack you can choose to gain
temporary hit points equal to half the damage dealt.

The Shadow dragons are Dragon Disciples that were either


trained in the Shadowfell, transformed by years spent within
its dismal confines or by some other magical means. Some
shadow dragon disciples embrace the Shadowfell for its
bleak landscapes and desolation. Others seek spread the
darkness and evil of the Plane of Shadow.

Shadowfell mark

Starting at 3rd level you have learned to call the shadows to


you. Before you attack a humanoid in melee, you may choose
to mark that target for the shadow fell. If you reduced a
marked target to 0 hit points a shadow (MM pg. 269) rises
from its corpse and acts immediately after you in the initiative
count. You may summon only one shadow at a time and have
complete telepathic control up to a range of 60 feet.
The shadow lasts until killed or dismissed as a bonus
action. This mark may be used a number of times equal to
your Charisma Modifier (minimum one). You regain all
expended uses when you finish a long rest.

Shadow ancestry

At 3rd level your dragon's scales lose their luster and fade to
a charcoal black hue and your eyes pale to pools of
opalescent gray. Any damage-dealing breath weapon you use
becomes necrotic damage instead of its original damage type
and the dragon resistance granted by your ancestry changes
to necrotic damage.

Shadow Stealth

At 6th level while in dim light or darkness, you can take the
Hide action as a bonus action.

Shadow step

At 11th level, you gain the ability to move to your shadow. As


a reaction when an attack is made or a spell affects you, you
can fade into darkness. You teleport to your shadow up to 60
feet away. The attack or spell instead targets your shadow if
possible, otherwise a different target is selected.

Living shadow

At 17th level while in darkness, you have resistance to all


damage that is not force, psychic, or radiant.

Small Pseudodragon
small dragon, same alignment as player
Armor Class 13 (natural armor)
Hit Points 15 (3d8 + 2)
Speed 15ft., fly 60ft.
STR

DEX

CON

INT

WIS

CHA

9 (-1) 14 (+2) 11 (+1) 10 (0) 12 (+1) 10 (0)


Skills Perception +4, Stealth +5
Senses blindsight 10ft., darkvision 60ft., passive
Perception 13
Languages understands Common and Draconic but
can't speak
Challenge 1/2 (100 XP)
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.

Multiclass: Requires Strength 13+ and


Charisma 13+.

Limited Telepathy. The pseudodragon can magically


communicate simple ideas, emotions, and images
telepathically with any creature within 100 feet of it
that can understand a language

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 4 (1d4 + 2) piercing damage, and the
target must succeed on a DC 13 Constitution saving
throw or become poisoned for 1 hour. If its saving
throw result is 6 or lower, the target falls unconscious
for the same duration, or until it takes damage or
another creature uses an action to wake it.

Medium Pseudodragon

Large Pseudodragon

medium dragon, same alignment as player

large dragon, same alignment as player

Armor Class 14 (natural armor)


Hit Points 27 (5d6 + 10)
Speed 15ft., fly 60ft.

Armor Class 15 (natural armor)


Hit Points 42(6d12 + 3)
Speed 15ft., fly 60ft.

STR

DEX

CON

INT

WIS

CHA

12 (+1) 16 (+3) 14 (+2) 10 (0) 14 (+2) 10 (0)

STR

DEX

CON

INT

WIS

CHA

12 (+1) 16 (+3) 14 (+2) 10 (0) 16 (+3) 10 (0)

Skills Perception +5, Stealth +6


Senses blindsight 10ft., darkvision 60ft., passive
Perception 14
Languages understands Common and Draconic but
can't speak
Challenge 1 (200 XP)

Skills Perception +5, Stealth +6


Senses blindsight 10ft., darkvision 60ft., passive
Perception 14
Languages understands Common and Draconic but
can't speak
Challenge 2 (400 XP)

Keen Senses. The pseudodragon has advantage on


Wisdom (Perception) checks that rely on sight,
hearing, or smell.

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.

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 feet of it
that can understand a language

Limited Telepathy. The pseudodragon can magically


communicate simple ideas, emotions, and images
telepathically with any creature within 100 feet of it
that can understand a language

Actions

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 7 (1d8 + 3) piercing damage.

Bite. Melee Weapon Attack: +5 to hit. reach 5 ft, one


target. Hit: 8 (1d10 + 3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 6 (2d4 + 1) slashing damage.

Claw. Melee Weapon Attack: +5 to hit. reach 5 ft., one


target. Hit 7 (2d4 + 2) slashing damage.

Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one


creature. Hit: 5 (1d4 + 3) piercing damage, and the
target must succeed on a DC 13 Constitution saving
throw or become poisoned for 1 hour. If its saving
throw result is 6 or lower, the target falls unconscious
for the same duration, or until it takes damage or
another creature uses an action to wake it.

Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one


creature. Hit: 5 (1d4 + 3) piercing damage, and the
target must succeed on a DC 14 Constitution saving
throw or become poisoned for 1 hour. If its saving
throw result is 6 or lower. the target falls unconscious
for the same duration, or until it takes damage or
another creature uses an action to wake it.

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