UA/Slightly Tweaked
An Expert is an agile and helpful jack of all trades. They might be a scout, a musician, a librarian, a clever street kid, a wily merchant, or a burglar (or anything else).
To gain the Expert class, a creature must have at least one language in its stat block that it can speak (or use telepathically).
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).
hit points at 1st level:
HP from Creature/NPC Stat Block
hit points at higher levels:
1d6 (or the sidekick's hit die type) + Constitution Modifier
armor proficiencies:
Light
weapon proficiencies:
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, Strength, or Constitution (unless the sidekick is already proficient with two or more saving throws).
skills:
A number of skills of your choice that the sidekick is proficient with up to a maximum of five skills.
starting equipment:
None
spellcasting:
None awarded by this class. If the creature has spellcasting abilities from a previous class, it keeps them, but must level that class independently.
class features:
Bonus Proficiencies
At 1st level, the sidekick gains proficiency in one saving throw of your choice: dexterity, intelligence, or charisma. In addition, the sidekick gains proficiency in five skills of your choice. If the sidekick is a humanoid, it also gains proficiency with light armor, simple weapons, and two tools of your choice. At 13th level, the sidekick gains proficiency in one skill of your choice. If the sidekick is a humanoid, it also gains proficiency with one tool of your choice.
Expertise
At 1st level, choose two of the sidekick's skill proficiencies. The sidekick's proficiency bonus is doubled for any ability check it makes that uses either of the chosen proficiencies. At 6th and again at 17th level, choose two more of the sidekick's skill proficiencies to gain this benefit.
Helpful
The sidekick is adept at giving well-timed assistance; the sidekick can take the Help action as a bonus action.
Cunning Action
Starting at 2nd level, the sidekick’s agility or quick thinking allows it to act speedily. On its turn in combat, it can take the Dash, Disengage, or Hide action as a bonus action.
Jack of Many Trades
Beginning at 3rd level, the sidekick can add half its proficiency bonus to any ability check it makes that uses a skill but doesn’t already include its proficiency bonus.
Ability Score Improvement
At 4th level and again at 8th, 10th, 12th, 14th, 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.
Extra Attack
Starting at 5th level, the sidekick can attack twice, instead of once, whenever it takes the Attack action on its turn.
Evasion
Beginning at 7th level, because of extraordinary good luck, the sidekick is skilled at avoiding certain dangers. 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 9th level, the sidekick’s assistance becomes especially inspiring. When the sidekick uses its Helpful bonus action, the creature who receives the help 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 18th level, the bonus increases to 2d6.
Reliable Talent
By 11th level, the sidekick has refined its skills to an exceptional degree. Whenever the sidekick makes an ability check that includes its whole proficiency bonus, it can treat a d20 roll of 9 or lower as a 10.
Sharp Mind
At 15th level, the sidekick gains proficiency in Intelligence, Wisdom, or Charisma saving throws (your choice).
Stroke of Luck
At 20th level, the sidekick has an uncanny knack for turning failure into success. If the sidekick’s attack misses a target within range, it can turn the miss into a hit. Alternatively, if it fails an ability check, it can treat the d20 roll as a 20. Once it uses this feature, the sidekick can’t use it again until it finishes a short or long rest.
subclass options:
Level | Proficiency Bonus | Features |
---|
1 | +2 | Bonus Proficiencies, Expertise, Helpful |
2 | +2 | Cunning Action |
3 | +2 | Jack of Many Trades |
4 | +2 | Ability Score Improvement |
5 | +3 | Extra Attack |
6 | +3 | Expertise |
7 | +3 | Evasion |
8 | +3 | Ability Score Improvement |
9 | +4 | Inspiring Help (1d6) |
10 | +4 | Ability Score Improvement |
11 | +4 | Reliable Talent |
12 | +4 | Ability Score Improvement |
13 | +5 | Bonus Proficiencies |
14 | +5 | Ability Score Improvement |
15 | +5 | Sharp Mind |
16 | +5 | Ability Score Improvement |
17 | +6 | Expertise |
18 | +6 | Inspiring Help (2d6) |
19 | +6 | Ability Score Improvement |
20 | +6 | Stroke of Luck |