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UA/Slightly Tweaked

Sidekick (Warrior)

A warrior sidekick grows in martial prowess as it fights by your side. It might be a soldier, a town guard, a battle-trained beast, or any other creature honed for combat. A sidekick gains the following class features as it gains levels in this class, as summarized on the Warrior table.
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: 1d10 (or the sidekick's hit die type) + Constitution Modifier
armor proficiencies: All Armor, Shields
weapon proficiencies: Simple Weapons, Martial Weapons
tools: None
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 three skills.
starting equipment:
None
spellcasting:
None
class features:

Bonus Proficiencies

At 1st level, the sidekick gains proficiency in one saving throw of your choice: Strength, Dexterity, or Constitution. In addition, the sidekick gains proficiency in three skills of your choice from the following list: Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival. If the sidekick is a humanoid, it also gains proficiency with all armor, shields, and simple and martial weapons.  

Second Wind

Starting at 1st 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 use it again. The sidekick can use this feature twice between rests starting at 18th level.  

Danger Sense

Beginning at 2nd 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.  

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 6th, 8th, 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

Beginning at 5th 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 11th level and to four when it reaches 20th level.  

Battle Readiness

After the sidekick reaches 7th level, it has advantage on initiative rolls.  

Indomitable

Starting at 9th level, the sidekick can reroll a saving throw that it fails, but it must use the new roll. When it uses this feature, it can’t use the feature again until it finishes a long rest. The sidekick can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.  

Improved Defense

At 10th level, the sidekick’s Armor Class increases by 1.  

Superior Critical

Starting at 15th level, the sidekick’s attack rolls score a critical hit on a roll of 18–20 on the d20.
subclass options:
None
LevelProficiency BonusFeatures
1st+2Bonus Proficiencies, Second Wind (1 use)
2nd+2Danger Sense
3rd+2Improved Critical
4th+2Ability Score Improvement
5th+3Extra Attack (1 extra)
6th+3Ability Score Improvement
7th+3Battle Readiness
8th+3Ability Score Improvement
9th+4Indomitable (1 use)
10th+4Improved Defense
11th+4Extra Attack (2 extra)
12th+4Ability Score Improvement
13th+5Indomitable (2 uses)
14th+5Ability Score Improvement
15th+5Superior Critical
16th+5Ability Score Improvement
17th+6Indomitable (3 uses)
18th+6Second Wind (2 uses)
19th+6Ability Score Improvement
20th+6Extra Attack (3 extra)

Created by

devinsxdesigns.

Statblock Type

Class Features

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