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APPENDIX A: SIDEKICK S

On you r adventures, the DM m ight reveal that you've be-


fr iended a special character called a sidek ick, who joins
EXPERT
1st-level Medium humanoid
your party. This appendix presents the game statistics for
sidekicks, of which there are three types: Armor Class 14 (studded leather)
Exp er t, an agile and exceedingly helpful jack of all trades Hit Poi nts 11 (2d8 + 2)
Spellcaster, a magic-user who can cast spells to harm Speed 30 ft.
your foes or heal you and your friends
Warrior, a martial companion who specializes in striking STR DEX CON INT WIS CHA
10 (+O) 15 (+2) 12 (+l ) 13 (+l ) 10 (+O) 14 (+2)
your foes or defend ing you and your allies
The DM w ill either tell you which type of sidekick to use Saving Throws Dex +4
or let you choose one. It's up to you and the OM to decide Skills Acrobatics +4, Performance +4, Persuasion +4, Sleight of
who controls the sidekick in play. Hand +4, Stealth +4
Se nses passive Perception 10
S IDEKIC K STAT BLOCKS Languages Common, plus one of your choice

A sidekick's game statistics are presented in a box called


a stat block. which is essentially a mini character sheet. Helpful. The expert can take the Help action as a bonus action.
A stat block contains things like ability scores and hit Tools. The expert has thieves ' tools and a musical instrument.
points, as well as the actions a sidekick is most likely to
take in combat. Like any character. a sidekick can use the A CTI ONS
action options in the combat section of chapter 2. Shortsword. Melee Weapon Attack: +4 to hit , reach 5 ft., one
These stat blocks work with any character race. If you target. Hit: S (ld6 + 2) piercing damage.
and the DM agree, you may enhance your sidekick with
the appropriate racial traits from chapter 1. Dagger. Melee or Ranged Weapon Attack: + 4 to hit, reach S ft. or
For more information on stat blocks, see the "Crea- range 20/60 ft. , one target. Hit: 4 (1d4 + 2) piercing damage.
tures" section of the adventure booklet. Shortbow. Ranged Weapon Attack: + 4 to hit , range 80/ 320 ft. ,
one target. Hit: 6 (ld8 + 2) piercing damage.
SPELLCASTER
1st-level Medium humanoid
WARRIOR
Armor Class 12 (leather) 1st-level Medium humanoid
Hit Points 9 (2d8)
Speed 30 ft. Armor Class 16 (chain shirt, shield)
Hit Points 13 (2d8 + 4)
STR DEX CON INT WIS CHA Spe ed 30 ft.
10 (+O) 12 (+l) 10 (+O) 15 (+2) 14 (+2) 13 (+1)
STR DEX CON INT WIS CHA
Saving Throws Wis + 4 15 (+2) 13 (+1) 14 (+2) 10 (+O) 12 (+1) 10 (+O)
Skills Arcana +4, Investigatio n +4, Rel igion +4
Senses passive Perception 12 Saving Throws Con + 4
Languages Common, plus one of your choice Skills Athletics +4, Perception +3, Survival +3
Senses passive Perception 13
Languages Common, plus one of your choice
Magical Role. Choose a role for the spellcaster: healer or mage.
Your choice determines which Spellcasting trait to use below.
Martial Role. The warrior has one of the following traits of
Spel/casting (Healer). The spellcaster's spellcasting ability is your ch oice:
Wisdom (spel l save DC 12, +4 to h it with spell attacks). The
spellcaste r has following cleric s pells prepared: Attacker. The warrior gains a +2 bonus to attack rol ls.
Defender. The warrior gains the Protection reaction below.
Cantrips (at will): guidance, sacred flame
1st level (2 slots): cure wounds A CTI O N S
Spellcasting (Mage). The spellcaster's spellcasting ability is Longsword. Melee Weapon Attack: +4 to hit, reach S ft., one tar-
Intelligen ce (spell save DC 12, +4 to hit with spell attacks). The get. Hit: 6 (ld8 + 2) slashing damage, or 7 (1d10 + 2) slashing
spellcaste r has following wizard s pells prepa red: damage if used with two hands.

Cant rips (at will): fire bolt, light Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft.,
1st level (2 slots): sleep one target. Hit: S (1d8 + 1) piercing damage.

AC TI ONS REACTI O NS
Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one Protection (Defender Only). The warrior imposes disadvantage
target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeon- on the attack roll of a creature within S feet of it whose target
ing damage if used with two hands. isn't the wa rrior. The warrior must be able to see the attacker.

APPENDIX A: SIDEKICKS
PROFIC IENCIE S Level Hit Points New Features
A sidekick is proficient with any armor, weapons, and 4th 22 (5d8) Ability Score Improvement. The spell-
tools included in its stat block. In addition, e xperts are caster's Int. (mage) or Wis. (healer)
proficient with simple weapons, rapiers. shortswo rds, score increases by 2, raising the mod-
and light armor; s pellcas ters are proficient with simple
ifier by l, so increase the following
weapons and light armor; and w a rriors are proficient
numbers by 1: the spellcaster 's spell
with simple and martial weapons, shields, and all armor.
save DC and the bonus to hit of spell
SIDEK ICK LEVEL attacks, the bonuses in the Skills entry
of the mage, the Wisdom saving th row
Your sidekick starts as a 1st-level character . As you and bonus of the healer, and the passive
your sidekick adventure together. your sidekick gains
Perception of the healer.
experienc e points and reaches new levels the same way a
player character does, using the rules in chapter 1. Spel/casting. The spellcaster learns
When a sidekick gains a level. look at the s idekick's another cantrip: resistance (healer) or
table below, and consult the new level's row, which shows mage hand (mage) .
the s idekick's new h it point maximum and features. 5th 27 (6d8) Proficiency Bonus. The spellcaster 's
The OM may start a sidekick at a level higher than 1st,
proficiency bonus increases by 1, so
using the h it point maximum for its level on the appropri-
make the following changes in the stat
ate table below. Also, give the sidekick the features for its
current level and any earlier levels on that table. block: increase the bonuses in the Sav-
ing Throws and Skills entries by 1, and
EXP ERTS B EYOND l ST LEVEL increase the bonuses to hit of its spell
and weapon attacks by 1.
Level Hit Points New Features
2nd 16 (3d8 + 3) Cunning Action. On the expert's turn Spel/casting. The spellcaster gains one
in combat, it can take the Dash, Disen· 1st-level spell slot and two 2nd-level
gage, or Hide action as a bonus action. spell slots. The spellcaster also learns
3rd 22 (4d8 + 4) Expertise. Choose two of the expert's one 2nd-level spell: aid (healer) or
skill proficiencies. The proficiency bo- invisibility (mage).
nus is doubled for any ability check the 6th 31 (7d8) Potent Cantrips. The spellcaster can
expert makes that uses either of the add its spellcasting ability modifier to
chosen proficiencies. the damage it deals with any cantrip.
4th 27 (5d8 + 5) Ability Score Improvement. The ex·
pert's Dex. score increases by 2, raising WARR IO RS BEYO N D l ST LEVEL
the modifier by 1, so increase the fol- Level Hit Points New Features
lowing numbers by 1: the Dex. saving 2nd 19 (3d8 + 6) Second Wind. The warrior can use a
throw bonus; the Acrobatics, Sleight of bonus action on its turn to regain hit
Hand, and Stealth bonuses; and the bo· points equal to ld10 +its level. lfit
nuses to hit and damage of the expert's does so, it can't use this feature again
weapon attacks. until it fin ishes a short o r long rest.
5th 33 (6d8 + 6) Proficiency Bonus. The expert's profi· 3rd 26 (4d8 + 8) Improved Critical. The warri or's attack
ciency bonus increases by l, so make rolls now score a critical hit on a roll of
the following changes in the stat block: 19 or 20 on the d20.
increase the bonuses in the Saving 4th 32 (Sd8 + 10) Ability Score Improvement. The war-
Throws and Skills entries by 1, and in· rior's Str. score increases by 2, raising
crease the bonuses to hit of the weapon the modifier by 1, so increase the war·
attacks by l. rior's Ath letics bonus by 1, and increase
6th 38 (7d8 + 7) Extra Attack. The expert can attack the bonuses to hit and damage of the
twice, instead of once, whenever it warrior's melee weapon attack by l .
takes the Attack action on its turn. 5th 39 (6d8 + 12) Proficiency Bonus. The warrior's profi-
ciency bonus increases by 1, so make
SPELLCA STERS BEYO N D lST LEVEL the following changes in the stat block:
Level Hit Points New Features increase the bonuses in the Saving
2nd 13 (3d8) Spel/casting. The spellcaster learns Throws and Skills entries by 1, increase
another 1st-level spell: bless (healer) or the passive Perception by 1, and in·
burning hands (mage). crease the bonuses to hit of the weapon
3rd 18 (4d8) Spellcasting. The spellcaster gains one attacks by 1.
1st-level spell slot. The spellcaster also 6th 45 (7d8 + 14) El<tra Attack. The warrior can attack
learns another 1st-level spell: shield of twice, instead of once, whenever it
faith (healer) or shield (mage). takes the Attack action on its turn.

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APPENDIX .\: SIDEKICK S

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