![]() ![]() The UA requires a caster to choose a spell list (bard, cleric, druid, sorcerer, warlock or wizard) that also determines the casting ability and casting focus. For the most part the UA version is more powerful overall IMO but Tasha's has an interesting feature. There is quite a difference between the original UA class and that in Tasha's. So "can you make X a sidekick?" isn't a question that anyone can answer, except for the DM at a particular table, and they can only answer for their table.I'm considering adapting the spellcaster "sidekick" class to serve as a more generic mage caster class. So the Sidekick rules are a tool for the DM to use at their discretion. Your group’s enjoyment is paramount, so make these rules your own, aiming to match your group’s tastes. You may use some, all, or none of these tools, and feel free to customize how they work. The tools herein build on the material in the Dungeon Master’s Guide and the Monster Manual. The chapter also includes a selection of ready-to-use puzzles, which you can drop into any campaign. This chapter adds to your toolbox with guidance and optional rules for a variety of situations. As a DM, your tools include your imagination, your ability to discern what entertains your players, your storytelling acumen, your sense of humor, your ability to listen well, your facility with the game’s rules, and more. The Dungeon Master employs many tools when preparing and running a D&D campaign. The Sidekick rules appear in the "Dungeon Master's Tools" section of Tasha's Cauldron. The DM decides how the Sidekick rules work and when they can be used. ![]() You can treat and roleplay it like a familiar, without needing to take advantage of the features of the find familar spell. My recommendation is: if you want a sidekick as a friend that tags along and gets better over time, work with your DM to get a sidekick. There is a reson the power of familiars is limited in the way it is. They also work differently from normal familiars, you need to encounter them during adventuring, and your DM needs to agree to allow them as familiars.Ĭombining companion levels with your summoned familiar in a homebrew setup could lead to balance issues, as your companion can attack, you can dismiss, recall and teleport your familiar freely, and it can not die - you can always call it back with another casting of the spell at full strength. They all are monster manual monsters, and their CRs are all above the upper limit of 1/2 given for sidekick creatures, so they do not qualify as companions. There are some familiars you can befriend. It lacks all the abilities of a sidekick to gain experience and grow along with you (excepting a few Warlock class features that are the Warlock's doing, not the familiar's.) For example, it cannot attack, while a sidekick can. It is a spirit that you summon via one of your class features, it has no choice in the matter. Your familiar is not a creature that trusts and wants to join the group. Whether there is sufficient trust established for For example, a sidekickĬould be a childhood friend or pet, or it might be aĬreature the adventurers saved. This friendship mightīe connected to a character's backstory or to events To join the adventurers, the sidekick must be theįriend of at least one of them. Sidekicks are different in nature from summoned familiars. There already is this question on how to improve your familiar by you, where using the sidekick rules was recommended (and downvoted). ![]()
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