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Sidekicks Revised
\pagebreak ## Sidekicks On your adventures, the DM might reveal that you’ve befriended a sidekick who joins your party. A sidekick is a creature, usually a humanoid, with a base Challenge Rating no greater than 1. It’s up to you and the DM to decide who designs the sidekick and who controls it during play. The recommended number of Sidekick Levels is the party's average Character Level minus a number determined by the sidekick's base Challenge Rating, as follows: | Challenge Rating | Party Level Minus | | :---: | :---: | | 0 or 1/8 | 0 | | 1/4 | 1 | | 1/2 | 2 | | 1 | 3 | When adding Sidekick levels to a creature with an existing stat block, you will need to recalculate its existing features using its new proficiency bonus and increased ability scores. ## Expert An Expert is an agile and helpful jack of all trades. ### Class Features As an Expert, the Sidekick gains the following features: #### Hit Points ___ - **Hit Dice:** The sidekick gains one additional hit die of the base creature's type for each Expert level.
(1d8 if the base creature does not have a specified hit die.) #### Proficiencies ___ - **Armor:** Light - **Weapons:** Simple Weapons - **Tools:** Two tools of your choice. (This does not allow the sidekick to use tools it is otherwise unable to use.) ___ - **Saving Throws:** Dexterity (unless the sidekick is already proficient with two or more saving throws) - **Skills:** A number of skills of your choice such that the sidekick is proficient with a maximum of five skills. #### Helpful The sidekick can take the Help action as a bonus action. #### Cunning Action Starting at 2nd level, the sidekick can take the Dash, Disengage, or Hide action as a bonus action. #### Jack of Many Trades At 3rd level, the sidekick adds half its proficiency bonus to any ability check using a skill it is not proficient with. #### Ability Score Improvement At 4th level, and again at 8th, 12th, 14th, and 16th level, the sidekick can increase one ability score of your choice by 2, or two ability scores of your choice by 1. As normal, the sidekick can't increase an ability score above 20 using this feature. If your DM allows the use of feats, the sidekick may instead take a feat of your choice. \columnbreak
##### Expert | Level | Proficiency Bonus | Features | |:---:|:---:|:---|:---:| | 1st | +2 | Helpful | — | | 2nd | +2 | Cunning Action | — | | 3rd | +2 | Jack of Many Trades | ─ | | 4th | +2 | Ability Score Improvement | ─ | | 5th | +3 | ─ | ─ | | 6th | +3 | Bonus Attack | ─ | | 7th | +3 | Evasion | ─ | | 8th | +3 | Ability Score Improvement | ─ | | 9th | +4 | ─ | ─ | | 10th | +4 | Inspiring Help (1d6) | ─ | | 11th | +4 | Expertise | ─ | | 12th | +4 | Ability Score Improvement | ─ | | 13th | +5 | ─ | ─ | | 14th | +5 | Ability Score Improvement | ─ | | 15th | +5 | Reliable Talent | ─ | | 16th | +5 | Ability Score Improvement | ─ | | 17th | +6 | Inspiring Help (2d6) | ─ |
#### Bonus Attack Starting at 6th level, when the sidekick uses the Attack action on its turn, it can make one additional attack as a bonus action on that turn. #### Evasion Beginning at 7th level, when the sidekick is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it failed. The sidekick doesn't benefit from this feature while incapacitated. #### Inspiring Help Starting at 10th level, when the sidekick uses the Help action, the target also gains a 1d6 bonus to the d20 roll. If that roll is an attack roll, the creature can forgo adding the bonus to it, and then if the attack hits, the creature can add the bonus to the attack's damage roll against one target. At 17th level, the bonus increases to 2d6. #### Expertise At 11th Level, choose two of the sidekick's skill proficiencies. Its proficiency bonus is doubled for any ability check it makes that uses either of the chosen proficiencies. #### Reliable Talent Starting at 15th level, whenever the sidekick makes an ability check that includes its proficiency bonus, it can treat a d20 roll of 9 or lower as a 10. \pagebreak
##### Spellcaster | Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Spellcasting | 2 | 2 | 2 | ─ | ─ | ─ | ─ | ─ | | 2nd | +2 | Magical Recovery | 2 | 2 | 2 | ─ | ─ | ─ | ─ | ─ | | 3rd | +2 | ─ | 2 | 4 | 3 | ─ | ─ | ─ | ─ | ─ | | 4th | +2 | Ability Score Improvement | 3 | 5 | 4 | 2 | ─ | ─ | ─ | ─ | | 5th | +3 | ─ | 3 | 5 | 4 | 2 | ─ | ─ | ─ | ─ | | 6th | +3 | Potent Cantrips | 3 | 5 | 4 | 3 | ─ | ─ | ─ | ─ | | 7th | +3 | ─ | 3 | 6 | 4 | 3 | 2 | ─ | ─ | ─ | | 8th | +3 | Ability Score Improvement | 3 | 6 | 4 | 3 | 2 | ─ | ─ | ─ | | 9th | +4 | ─ | 3 | 6 | 4 | 3 | 3 | ─ | ─ | ─ | | 10th | +4 | ─ | 4 | 7 | 4 | 3 | 3 | 1 | ─ | ─ | | 11th | +4 | ─ | 4 | 9 | 4 | 3 | 3 | 1 | ─ | ─ | | 12th | +4 | Ability Score Improvement | 4 | 9 | 4 | 3 | 3 | 2 | ─ | ─ | | 13th | +5 | ─ | 4 | 10 | 4 | 3 | 3 | 3 | 1 | ─ | | 14th | +5 | Ability Score Improvement | 4 | 10 | 4 | 3 | 3 | 3 | 1 | ─ | | 15th | +5 | ─ | 4 | 12 | 4 | 3 | 3 | 3 | 2 | ─ | | 16th | +5 | Ability Score Improvement | 4 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | | 17th | +6 | ─ | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 |
## Spellcaster A Spellcaster is a magic-user who can cast spells to harm your foes or heal you and your allies. To gain Spellcaster levels, a sidekick must have the ability to perform the verbal and somatic components of spells (i.e. it must have hands and speak at least one language). If it already has some other method of casting spells (such as the Innate Spellcasting feature), it can ignore this requirement. ### Class Features As a Spellcaster, the Sidekick gains the following features: #### Hit Points ___ - **Hit Dice:** The sidekick gains one additional hit die of the base creature's type for each Spellcaster level.
(1d6 if the base creature does not have a specified hit die.) #### Proficiencies ___ - **Armor:** None - **Weapons:** Simple Weapons - **Tools:** None ___ - **Saving Throws:** Wisdom (unless the sidekick is already proficient with two or more saving throws) - **Skills:** A number of skills of your choice from among Arcana, History, Insight, Investigation, Medicine, Nature, Persuasion, and Religion, such that the sidekick is proficient with a maximum of three skills. #### Spellcasting At 1st level, the sidekick gains the ability to cast spells. If it already has the Spellcasting or Innate Spellcasting feature, the cantrips known, spells known, and spell slots from this feature are added to that feature, and the remainder of this feature is ignored. __*Magical Role.*__ The sidekick chooses a Magical Role from among Mage or Healer. This determines the sidekick's spell list and spellcasting ability modifier. __*Cantrips.*__ The sidekick knows two cantrips of your choice from the Mage or Healer spell list. It learns an additional cantrip of your choice at 4th and 10th levels. __*Spell Slots.*__ The Spellcaster table shows how many spell slots the sidekick has to cast its spells of 1st level and higher. To cast one of these spells, it must expend a slot of the spell's level or higher. It regains all expended spell slots when it finishes a long rest. For example, if it knows the 1st-level spell *cure wounds* and has a 1st-level and a 2nd-level spell slot available, it can cast *cure wounds* using either slot. __*Spells Known of 1st-Level and Higher.*__ The sidekick knows two 1st-level spells of your choice from the Mage or Healer spell list. The Spells Known column of the Spellcaster table shows when the sidekick learns more spells of 1st level or higher. Each of these spells must be from the chosen spell list, and must be of a level for which the sidekick has spell slots. For instance, when the sidekick reaches 4th level in this class, it can learn one new spell of 1st or 2nd level. \pagebreak Whenever the sidekick gains a level in this class, it can replace one of the spells it knows with another spell of your choice from the chosen spell list. The new spell must be of a level for which the sidekick has spell slots. __*Spellcasting Ability.*__ Wisdom is the sidekick's spellcasting ability if it is a Healer, or Intelligence if it is a Mage. It uses its Intelligence or Wisdom whenever a spell refers to its spellcasting ability, when setting the saving throw DC for a spell it casts, and when making an attack roll with one.
**Spell Save DC** =
8 + the sidekick's proficiency bonus +
the sidekick's Intelligence or Wisdom modifier
**Spell attack modifier** =
the sidekick's proficiency bonus +
the sidekick's Intelligence or Wisdom modifier
### Mage Spell List
##### Cantrips (0 Level) ___ - Firebolt - Light - Mage Hand - Message - Prestidigitation - Ray of Frost - Shocking Grasp ##### 1st Level ___ - Cause Fear - Chromatic Orb - Detect Magic - Feather Fall - Grease - Mage Armor - Silent Image - Sleep ##### 2nd Level ___ - Arcane Lock - Blindness/Deafness - Hold Person - Invisibility - Levitate - Locate Object - Scorching Ray - Web \columnbreak ##### 3rd Level ___ - Slow - Major Image - Lightning Bolt - Tongues - Summon Lesser Demons - Dispel Magic ##### 4th Level ___ - Banishment - Blight - Confusion - Dimension Door - Divination - Greater Invisibility - Polymorph - Wall of Fire ##### 5th Level ___ - Telekinesis - Seeming - Cone of Cold - Hold Monster - Scrying - Teleportation Circle ##### 6th Level ___ - Flesh to Stone - Eyebite - Chain Lightning - Mass Suggestion - True Seeing - Arcane Gate - Globe of Invulnerability
\columnbreak #### Magical Recovery Beginning at 2nd level, when the sidekick finishes a short rest, it can recover expended spell slots. The spell slots can have a combined level that is equal to or less than half its level in this class (rounded up), and none of the spell slots can be 6th level or higher. Once the sidekick uses this feature, it can't do so again until it finishes a long rest. #### Potent Cantrips Starting at 6th level, the sidekick can add its spellcasting ability modifier to the damage it deals with any cantrip. #### Ability Score Improvement At 4th level, and again at 8th, 12th, 14th, and 16th level, the sidekick can increase one ability score of your choice by 2, or two ability scores of your choice by 1. As normal, the sidekick can't increase an ability score above 20 using this feature. If your DM allows the use of feats, the sidekick may instead take a feat of your choice. ###
Healer Spell List
##### Cantrips (0 Level) ___ - Guidance - Light - Mending - Sacred Flame - Spare the Dying - Thaumaturgy - Virtue ##### 1st Level ___ - Bless - Ceremony - Cure Wounds - Healing Word - Guiding Bolt - Mage Armor - Purify Food and Water - Resistance ##### 2nd Level ___ - Aid - Enhance Ability - Lesser Restoration - Prayer of Healing - Spiritual Weapon - Zone of Truth \columnbreak ##### 3rd Level ___ - Speak With Dead - Revivify - Mass Healing Word - Daylight - Create Food and Water ##### 4th Level ___ - Divination - Guardian of Faith - Banishment - Aura of Purity - Aura of Life ##### 5th Level ___ - Greater Restoration - Hallow - Holy Weapon - Mass Cure Wounds - Raise Dead - Scrying ##### 6th Level ___ - Heal - Heroes' Feast - True Seeing
\pagebreak ## Warrior A Warrior is a martial companion who specializes in striking your foes or defending you and your allies. ### Class Features As a Warrior, the Sidekick gains the following features: #### Hit Points ___ - **Hit Dice:** The sidekick gains one additional hit die of the base creature's type for each Warrior level.
(1d10 if the base creature does not have a specified hit die.) #### Proficiencies ___ - **Armor:** All Armor, Shields - **Weapons:** Simple Weapons, Martial Weapons - **Tools:** None ___ - **Saving Throws:** Constitution (unless the sidekick is already proficient with two or more saving throws) - **Skills:** A number of skills of your choice from among Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival such that the sidekick is proficient with a maximum of three skills. #### Fighting Style At 1st level, the sidekick adopts a particular style of fighting as its specialty. Choose one of the options available to a Fighter. The sidekick can't take the same Fighting Style option more than once, even if you get to choose again. At 10th level, choose an additional Fighting Style. #### Second Wind Starting at 2nd level, the sidekick can use a bonus action on its turn to regain hit points equal to 1d10 + its level in this class. Once it uses this feature, it must finish a short or long rest before it can do so again. #### Improved Critical Starting at 3rd level, the sidekick's attack rolls score a critical hit on a roll of 19 or 20 on the d20. #### Ability Score Improvement At 4th level, and again at 8th, 12th, 14th, and 16th level, the sidekick can increase one ability score of your choice by 2, or two ability scores of your choice by 1. As normal, the sidekick can't increase an ability score above 20 using this feature. If your DM allows the use of feats, the sidekick may instead take a feat of your choice. #### Extra Attack Starting at 6th level, the sidekick can attack twice, instead of once, whenever it takes the Attack action on its turn. The number of attacks increases to three when the sidekick reaches 17th level. \columnbreak
##### Warrior | Level | Proficiency Bonus | Features | |:---:|:---:|:---|:---:| | 1st | +2 | Fighting Style | — | | 2nd | +2 | Second Wind | — | | 3rd | +2 | Improved Critical | ─ | | 4th | +2 | Ability Score Improvement | ─ | | 5th | +3 | ─ | ─ | | 6th | +3 | Extra Attack | ─ | | 7th | +3 | Danger Sense, Magic Fang | ─ | | 8th | +3 | Ability Score Improvement | ─ | | 9th | +4 | ─ | ─ | | 10th | +4 | Fighting Style | ─ | | 11th | +4 | Indomitable | ─ | | 12th | +4 | Ability Score Improvement | ─ | | 13th | +5 | ─ | ─ | | 14th | +5 | Ability Score Improvement | ─ | | 15th | +5 | Superior Critical | ─ | | 16th | +5 | Ability Score Improvement | ─ | | 17th | +6 | Extra Attack (2) | ─ |
#### Danger Sense Beginning at 7th level, the sidekick has advantage on Dexterity saving throws against effects that it can see, such as traps and spells. This feature doesn't work if the sidekick is incapacitated. #### Magic Fang Starting at 7th level, the sidekick's natural weapons (if any) count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. #### Indomitable Starting at 11th level, the sidekick can reroll a saving throw that it fails, but it must use the new roll. Once it uses this feature, it must finish a long rest before it can do so again. #### Superior Critical Starting at 15th level, the sidekick's attack rolls score a critical hit on a roll of 18-20 on the d20. \pagebreak
Thanks for Reading!
These Sidekick Classes are based on both
the *Unearthed Arcana* and the *Essentials Kit*
versions of the same rules.
Front cover art ©Wizards of the Coast Back cover art by [KJKallio](https://www.deviantart.com/kjkallio/art/Hunting-party-365695542)
©2020 Caleb Wichman
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