![]() ![]() There are no other requirements in this version. The characters presented in the Sidekick Cards are humanoids of various races with at least one level of one of the Sidekick classes. ![]() The sidekick must be one chosen from the Sidekick Cards included in the box. In the adventure booklet included in the Essentials Kit – Dragon of Icespire Peak – the Running the Adventure chapter recommends having a sidekick if you, as the DM, are running the adventure for a single player. There is no mention of minimal or maximum party-size (aka number of players) that limits the number of sidekicks in a group of PCs.īoth the Expert and Spellcaster classes requires the creature to "have at least one language in its stat block that it can speak". Its challenge rating must be 1 or lower.The sidekick can be any creature from the Monster Manual or other D&D book, and these prerequisites are necessary: Guidance and Prerequisites Unearthed Arcanaįor a player character to gain a sidekick, there are some prerequisites to be met. The sidekick can use this feature twice between long rests starting at 18th level.Various topics between the two versions vary. When it uses this feature, it can't use the feature again until it finishes a long rest. The sidekick can reroll a saving throw that it fails, but it must use the new roll. The sidekick's Armor Class increases by 1. The sidekick has advantage on initiative rolls. If the sidekick has the Multiattack action, it can use Extra Attack or Multiattack on a turn, not both. 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. A Warrior sidekick grows in martial prowess as it fights by your side. ![]()
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