The number of attacks increases to three when the sidekick reaches 15th level. The sidekick can attack twice, instead of once, whenever it takes the Attack action on its turn. The sidekick can't increase an ability score above 20 using this feature. Ability Score ImprovementĪt 4th level and again at 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's attack rolls score a critical hit on a roll of 19 or 20 on the d20. The sidekick can use this feature twice between rests starting at 20th level Improved Critical Once it uses this feature, it must finish a short or long rest before it can use it again. The sidekick can use a bonus action on its turn to regain hit points equal to 1d10 + its level in this class. The sidekick can use its reaction to impose disadvantage on the attack roll of a creature within 5 feet of it whose target isn't the sidekick, provided the sidekick can see the attacker. The sidekick gains a +2 bonus to all attack rolls.ĭefender. Choose one of the following options:Īttacker. Martial RoleĮach warrior focuses on offense or defense in their training. The sidekick gains proficiency with all armor, and if it 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. In addition, the sidekick gains proficiency in two skills of your choice from the following list: Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival. The sidekick gains proficiency in one saving throw of your choice: Strength, Dexterity, or Constitution. It might be a soldier, a town guard, a battle-trained beast, or any other creature honed for combat.Ī sidekick gains the following class features as it gains levels, as summarized on the Warrior table. Sidekick rules can be broken pretty easily.A Warrior sidekick grows in martial prowess as it fights by your side. Oh, and it comes trained in all the DEX based skills and Perception already. With it's 3 attack multi-attack it would jump from 3d4+18 to 3d6 or 3d8+18. Thereby improving it's AC from 16 to 19, with constant disadvantage to attacks against it, and moving from d4 daggers up to d6 Short sword or maybe even the ever-loving Rapier. ![]() If it were humanoid, it would get access to light armor and martial weapons and two tools as an Expert. Also a CR 1 creature, it is Fey, but not humanoid. I'm actually remorseful that I suggested it as our sidekick.īut I digress, the real question was about having a Quickling as a sidekick. ![]() ![]() For a CR 1 creature, who can also cast Tasha's Hideous Laughter at will? it's enough to drive the DM nuts. Its not an attack that targets the Nilbog that triggers the save, it's any effect which would damage the Nilbog, including Saves vs Spells. Consider that you need a DC 12 Charisma save when you target it for a damaging effect, otherwise be charmed, AND it can reduce incoming damage to 0 as a reaction, it's ridiculously difficult to harm. Nilbog counts as humanoid, and it speaks a language, so Spellcaster it was. Like I said, we have a Nilbog Spellcaster already, and the DM thinks its a bit powerful.
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