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UA/Slightly Tweaked

Sidekick (Spellcaster)

A sidekick who becomes a spellcaster walks the paths of magic. The sidekick might be a hedge wizard, a priest, a soothsayer, a spell-wielding performer, or a person with magic in their veins.To gain the spellcaster 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: None
weapon proficiencies: Simple
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.
starting equipment:
None
spellcasting:
At 1st level, the sidekick gains the ability to cast spells. (If the creature already has the Spellcasting trait, this feature replaces that trait.) Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. This choice determines the spell list, spellcasting ability, and spellcasting focus used by the sidekick, as shown below:  
Spell List | Ability | Focus
Bard | Charisma | Musical Instrument
Cleric | Wisdom | Holy Symbol
Druid | Wisdom | Druidic Focus
Sorcerer | Charisma | Arcane Focus
Warlock | Charisma | Arcane Focus
Wizard | Intelligence | Arcane Focus  

Cantrips

At 1st level, the sidekick knows three cantrips of your choice from its spell list. The sidekick learns additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Spellcaster table.  

Spell Slots

The Spellcaster table shows how many spell slots the sidekick has to cast its spellcaster spells of 1st level and higher. To cast one of these spells, the sidekick must expend a slot of the spell’s level or higher. The sidekick regains all expended spell slots when it finishes a long rest. For example, if the sidekick knows the 1st level spell cure wounds and has a 1st-level and a 2nd-level spell slot available, it can cast the spell using either slot.  

Spells Known

The sidekick knows three 1st-level spells of your choice from its spell list. The Spells Known column of the Spellcaster table shows when the sidekick learns more spells of your choice. Each of these spells must be of a level for which the sidekick has spell slots, as shown on the table. For instance, when the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or 2nd level. Additionally, when the sidekick gains a level in this class, you can choose one of the spells it knows form this class and replace it with another spell from its spell list, which also must be of a level for which it has spell slots.  

Spellcasting Ability

The sidekick’s spellcasting ability for these spells depends on the choice you made on the Spellcasting table. The sidekick uses its spellcasting ability whenever a spell refers to that ability. In addition, it uses its spellcasting ability modifier when setting the saving throw DC for a spell it casts and when making an attack roll with one.
Spell save DC = 8 + sidekick’s proficiency bonus + spellcasting ability modifier
Spell attack modifier = sidekick’s proficiency bonus + spellcasting ability modifier  

Spellcasting Focus

The sidekick can use a focus for its spells depending on the choice you made on the Spellcasting table.
class features:

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 use the feature again until it finishes a long rest.  

Ability Score Improvement

At 4th level, and again at 8th, 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.  

Potent Cantrips

Starting at 6th level, the sidekick can add its spellcasting ability modifier to the damage it deals with any cantrip.  

Empowered Spells

At 10th level, choose one school of magic. Whenever the sidekick casts a spell of that school by expending a spell slot, the sidekick can add its spellcasting ability modifier to the spell’s damage roll or healing roll, if any.  

Focused Casting

Starting at 14th level, the sidekick has advantage on any Constitution saving throw it makes to maintain its concentration on a spell.  

Signature Spells

At 20th level, choose two spells that the sidekick knows from this class. Eligible spells are of 1st, 2nd, and 3rd level. The sidekick can cast each of the chosen spells once at 3rd level without expending a spell slot. After the sidekick casts a spell in this way, the sidekick regains the ability to cast that spell with this feature when it finishes a short or long rest.
subclass options:
None
LevelProficiencyBonus FeaturesCantrips KnownSpells Known1st2nd3rd4th5th6th7th8th9th
1st+2Bonus Proficiencies, Spellcasting332
2nd+2Magical Recovery333
3rd+23442
4th+2Ability Score Improvement4543
5th+346432
6th+3Potent Cantrips47433
7th+3484331
8th+3Ability Score Improvement494332
9th+441043331
10th+4Empowered Spells51143332
11th+4512433321
12th+4Ability Score Improvement512433321
13th+55134333211
14th+5Focused Casting5134333211
15th+551443332111
16th+5Ability Score Improvement51443332111
17th+6515433321111
18th+6Ability Score Improvement515433331111
19th+6516433332111
20th+6Signature Spells516433332211

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devinsxdesigns.

Statblock Type

Class Features

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