Half Caster Sidekick

by Mrmuffins951

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Sidekicks

Half-Caster

Have you ever wanted a sidekick that can effectively make weapon attacks and create magical effects? This sidekick class does exactly that by encompassing features from the base classes that are neglected by the the official sidekick classes: Artificer, Monk, Paladin, and Ranger

Bonus Proficiencies

1st level Half-Caster Feature

The sidekick gains proficiency in one saving throw of your choice: Wisdom, Intelligence, or Charisma.

In addition, the sidekick gains proficiency in two skills of your choice from the following list: Athletics, History, Insight, Investigation, Medicine, Nature, Perception, and Slight of Hand.

If the sidekick is a humanoid or has a simple or martial weapon in its stat block, it gains proficiency with shields and all simple and martial weapons

Unarmored Defense

1st level Half-Caster Feature

While the sidekick is not wearing any armor, its Armor Class equals 10 + its Dexterity modifier + its Wisdom modifier. It can use a shield and still gain this benefit.

Special Sense

2nd level Half-Caster Feature

The sidekick can use an action to focus its awareness on the region around it. For 1 minute it can sense the location of the following types of creatures are present within 60 feet of it that is not behind total cover: aberrations, celestials, dragons, elementals, fey, fiends, and undead.

The sidekick can use this feature a number of times equal to 1 + its Wisdom modifier. When it finishes a long rest, it regains all expended uses.

Channel Divinity

3rd level Half-Caster Feature

The sidekick gains the ability to channel divine energy directly from a deity, using that energy to fuel magical effects. As a result, it learns two Channel Divinity options of your choice from the cleric or paladin classes.

When it uses its Channel Divinity, it chooses which effect to create. The sidekick must then finish a short or long rest to use its Channel Divinity again.

Some Channel Divinity effects require saving throws. When the sidekick use such an effect from this class, the DC equals 8 + its proficiency bonus + its Wisdom modifier.

Beginning at 10th level, the sidekick can use its Channel Divinity twice between rests. When it finishes a short or long rest, it regains all expended uses.

Ability Score Improvement

4th level Half-Caster Feature

At 4th level and again at 8th, 10th, 12th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature

Magical Strikes

6th level Half-Caster Feature

The sidekick's unarmed strikes and weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Unarmored Movement

7th level Half-Caster Feature

The sidekick's speed increases by 10 feet while not wearing armor.

Additional Attunement Slots

10th level Half-Caster Feature

The sidekick can attune to up to four magic items at once.

Beginning at 14th level, the sidekick can attune to up to five magic items at once, and beginning at 18th level, it can attune to up to six magic items at once.

Timeless Body

15th level Half-Caster Feature

The sidekick is in tune with divine magic so that it suffers none of the frailty of old age, and it can’t be aged magically. It can still die of old age, however. In addition, it no longer needs food or water.

Magic Resistance

20th level Half-Caster Feature

The sidekick has advantage on saving throws against spells and other magical effects or if it already has the Magic Resistance feature in its stat block, it can reroll one of the dice once.

Half-Caster Sidekick
Level Proficiency Bonus Channel Divinity Uses Attunement Slots Features
1st +2 0 3 Bonus Proficiencies, Unarmored Defense
2nd +2 0 3 Special Sense
3rd +2 1 3 Channel Divinity
4th +2 1 3 Ability Score Improvement
5th +3 1 3
6th +3 1 3 Magical Strikes
7th +3 1 3 Unarmored Movement (+10)
8th +3 1 3 Ability Score Improvement
9th +4 1 3
10th +4 1 4 Additional Attunement Slot
11th +4 2 4
12th +4 2 4 Ability Score Improvement
13th +5 2 4
14th +5 2 5
15th +5 2 5 Timeless Body
16th +5 2 5 Ability Score Improvement
17th +6 2 5
18th +5 2 6
19th +5 2 6 Ability Score Improvement
20th +5 2 6 Magic Resistance
Part 2 | Your Introduction
Level Proficiency Bonus Features
1st +2 Bonus Proficiencies, Unarmored Defense
2nd +2 Special Sense
3rd +2 Channel Divinity (1/rest)
4th +2 Ability Score Improvement
5th +3
6th +3 Magical Strikes
7th +3 Unarmored Movement (+10)
8th +3 Ability Score Improvement
9th +4
10th +4 Additional Attunement Slot (1 extra)
11th +4 Channel Divinity (2/rest)
12th +4 Ability Score Improvement
13th +5
14th +5 Additional Attunement Slot (2 extra)
15th +5 Timeless Body
16th +5 Ability Score Improvement
17th +6
18th +5 Additional Attunement Slot (3 extra)
19th +5 Ability Score Improvement
20th +5 Magic Resistance
 

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