Keen Senses. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight or hearing.
Magic Resistance. The pseudodragon has advantage on saving throws against spells and other magical effects.
Equipment slots: There are four equipment slots: the core which must be equipped to function; and optional additional slots including a tail slot where a dagger blade, spear tip, or other similar weapon head may be attached, a wand slot where a charged wand may be stored for spells (separate and distinct from the core), and a head slot if so willed to install sentience from another being (soul crystal, phalactory, etc.).
The core can be one of three types of items. While the creature cannot activate or use the item, it gains certain constant abilities from the resonant magic fields, and can drain the item’s magic as a bonus action in order to gain additional magical effects. In addition, any clockwork construct can drain a single charge or spell level from its installed item to heal itself for 1d6 hit points as an action.
Removing a spent item and installing a new one is an action.
- Potion: The clockwork familiar gains a constant protection from good/evil/law/chaos effect (one type only, chosen each time a new potion is installed). In addition, a clockwork familiar can drain the magic from the potion in order to grant this ability to a creature sharing its space. This ability to include others in the protection effect lasts for 1 minute per spell level of the potion drained.
- Scroll: The clockwork familiar gains a constant detect magic effect as a spell-like ability. Draining magic from a scroll allows the familiar to cast a single identify spell on behalf of its master for each spell level of the spell inscribed on the scroll— these castings may be stored and saved, though a scroll used in this manner becomes instantly useless, even if not all spell levels have been drained.
- Wand: The clockwork familiar gains the ability to spit a glob of acid up to 30 feet as a ranged attack, dealing 1d4 points of damage. Draining a charge increases the damage to 2d4 points for a single attack. This charge is spent before the attack is rolled.
Clockwork familiars have an innate understanding of how things work, granting their masters a +2 bonus on all craft and use magic device checks.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 2) piercing damage.
Claws, Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 2) slashing damage.
Additional attacks based on optional equipped tail and/or wand slots:
Core: (Example: Wand: spit a glob of acid up to 30 feet as a ranged attack, dealing 1d4 points of damage, 2d4 if a charge is utilized)
Wand: (Example: Wand of Fireballs: This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.(A bright streak flashes from your pointing wand to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.))
Tail: (Example: Dagger of Venom: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 3) piercing damage. You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.)
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