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The Aide

Level Proficiency Bonus Assistance Features


1st +2 d4 Assistance, Helping Hands
2nd +2 d4 Supportive Actions, Self-help
3rd +2 d6 Aide Archetype, Aide Archetype Feature
4th +2 d6 Ability Score Improvement
5th +3 d6 Always Helpuful, Needed Everywhere
6th +3 d6 Aide Archetype Feature
7th +3 d8 High Spirits
8th +3 d8 Ability Score Improvement
9th +4 d8 Specialist
10th +4 d8 Aide Archetype Feature
11th +4 d8 Particularly Helpful
12th +4 d8 Ability Score Improvement
13th +5 d10 At the Ready
14th +5 d10 Socialite Archetype Feature
15th +5 d10 Rewarding Work
16th +5 d10 Ability Score Improvement
17th +6 d10 Specialist Improvement
18th +6 d10 Aide Archetype Feature
19th +6 d12 Ability Score Improvement
20th +6 d12 Allow me to Assist

Creating an Aide Class Features


Every successful person, whatever their profession or As an Aide you gain the following class features
their achievements might be, are were they are because
of the people how helped bringing them into that Hit Points
1d8 per aide level
position - and still do. Aides come in all forms and Hit Dice:
: 8 + your Constitution
shapes. A well-trained butler, a charming barmaid, a Hit Points at 1st Level
Modifier
dutiful scribe or a swift messenger. The wheels of Hit Points at Higher Levels: 1d8 (or 5) + your
society turn because of people who are willing to grant Constitution modifier per aide level after 1st.
assistance without taking credit in the eye of the public.
When creating an Aide character think about what Proficiencies
light armor, medium armor
drives them to work out of the spotlight. Is the job just Armor:
simple weapons
paid well for? Do they relish in helping others? Do they Weapons:
one artisan tool
have a debt to pay - in one way or another? Or do they Tools:
want to be close the the best, to learn from them and to Saving Throws: Dexterity, Intelligence
one day, be were they are now? These concepts are Skills: Choose three from Animal Handling, Arcana,
closely tied to the social status of your character. Is their History, Investigation, Nature, Religion, Survival
position an opportunity or a necesscity? Do they have
some higher goal in life? Or are they happy with playing Equipment
second fiddle? You start with the following equipment, in addition to
QUICK BUILD
the equipment granted by your background:
You can create an Aide quickly by following these (a) two Shortswords or (b) two Daggers
suggestions. First, make Intelligence your highest ability (a) a Shortbow with 20 arrows or (b) a Spear
score. Your next-highest score should be Strength or Dexteriy, (a) Chain Mail or (b) Scale Mail
depending on what weapons you want to use. Second,
choose the sage background.
a Diplomat’s Pack

MULTICLASSING
To multiclass in and out of this class your Intelligence score
must be at least 13.
Assistance Supportive Actions
You have been trained to be of service, therefore you are At 2nd level, you might not be the hero of the frontlines,
quick to know, where help is needed and what type of but you have learned a number of usefull skils, that can
help is required. You gain a number of Assitant Points help your allies in battle. These Supportive Actions are
equal to your Aide level and that are used in a number listed at the end of the class description and last until
of your features. You regain all Assistant Points during a the help action ends if do not specify their duration.. You
short rest. always know a number of Supportive Actions equal to
Some of your features let you roll an Assistant Die, your Intelligence modifier. Some Supportive Actions
which is a d4 for you. As you gain Aide levels, your require you to meet certain restrictments to learn them.
Assistant Die changes, as shown in the Assistence During a long rest, you can replace any Supportive
column of the Aide table. Action you know with another Supportive Action that
you meet the requirements for.
When successfully using the Help action on a creature, Whenever you use the Help action on a creature, you
you expend one use of your Assistant Die and add the
number rolled to the ability check or attack roll the can expend one Assistant Point to additionally take one
creature you are helping makes. Supportive Action you know.
Helping Hands Self-help
Not only are you trained to provide aid, you are also At 2nd level, you have learned that it is okay to look
quick to do so. You can take the Help action as a bonus after yourself once in a while. As a bonus action, you
action. Additionally, whenever you use the Help action can take a supportive action on yourself, expending an
to aid an ally in attacking a creature, the target of that Assistant Point as usual.
attack can be within 30 feet of you, rather than within 5
feet of you, if the target can see or hear you.
Aide Archetype At the ready
At 3rd level, your training determines what type of Aide At 13th level, you must always be prepared, since your
you are. Your choice grants you different features at 3rd, help might be needed at a moment’s notice. You can
6th, 10th, 14th and 18th level. add your Intelligence modifier to your Initiative rolls.
Ability Score Improvement Rewarding Work
When you reach 4th level, and again at 8th, 12th, 16th, At 15th level, you relish in the fact, that the help you
and 19th level, you can increase one ability score of provide is needed and appreciated. Whenever you
your choice by 2, or you can increase two ability scores expend an Assistant Point, you regain Hit Points equal
of your choice by 1. Alternatively you can choose to gain to one roll of your Assistant Die.
one feat. Allow me to assist
Always Helpful
At 20th level, you have become the perfect helper,
Beginning at 5th level, your mere pressence promises always there, when you are needed. After a creature you
aid to others. Once during your turn, you can take the are allied with has finished their turn, you can choose to
Help Action, no action required by you. That way, you take a turn of your own. That way, you get two turns
can take up to three Help actions during your turn: one during one round.
with your action, one with your bonus action and one via
this feature. You can not take the Help action twice on You can use this feature once per short rest.
the same creature during your turn.
Needed everywhere
At 5th level, your able to quickly move over the field of
battle to help your allies. You can take the Dash or
Disengage action as a bonus action.
High Spirits
At 7th level, your constant aid is felt and appreciated by
your allies. Whenever you expend an Assistant Point,
you can choose a creature within 60ft. of you to grant
them temporary Hit Points equal to one roll of your
Assistant Die.
Specialist
At 9th level, you have becmoe particularly talented with
a certain type of help. Choose one Supportive Action
you know your Specialist Action. You can take this
Supportive Action without expending an Assistant Point
a number of times equal to your proficiency bonus per
short rest.
This choice is permanent, even if you no longer know
the chosen Supportive Action after gaining a level.
At 17th level, you can choose one additional Supportive
Action to become your second Specialist Action.
Particularly Helpful
At 11th level, you can put more effort into certain tasks
of your choosing. Whenever you roll your Assistant Die,
you can choose to roll the die twice and choose the
higher roll.
You can use this feature a number of times equal to
your Intelligence modifier per short rest.
Supportive Actions Following Suit
5th level Supportive Action
First Aid
You’re quick to follow the lead of others. After a
1st level Supportive Action creature you are helping has made an attack roll, you
You’ve picked up some basic field medicine. If you are can make an weapon attack roll against that same
touching the creature you are helping, it regains Hit creature yourself. You can add one roll of your Assistant
Points equal to one roll of your Assistant Die + your Die to the damage roll.
Intelligence modifier. Grant Orientation
As you level up, you can roll additional Assistant Dice 5th level Supportive Action
when using this feature. One additional die at 5th level, You know what to do, when your allies seems
two additional dice at 11th level and three additional disoriented. You can remove the blinded or deafened
dice at 17th level. condition from a creature you are helping.
Strength in Numbers
Granting Cover
1st level Supportive Action
5th level Supportive Action
You help your allies simply by outnumbering your You grant an ally cover, allowing their retreat. The
opponents. The creature you are helping adds one roll creature you are helping takes the Disengage action - no
of your Assistant Die to their next damage roll. action required by them.
As you level up, you can roll additional Assistant Dice
when using this feature. One additional die at 5th level, Antidote
two additional dice at 11th level and three additional 5th level Supportive Action
dice at 17th level.
You always have some antidotes with you in case some
Finding Solutions one needs them. You remove the poisoned condition
from the creature you are helping. In addition, you grant
1st level Supportive Action
them resistance to poison damage until the start of your
You’re quick to find solutions to arising problems. You next turn.
immediately take the Search action and can add one roll
of your Assistant Die to any ability check you are forced
to make related to that search. In addition, the creature
you are helping can take the Help, Improvise, Search or
Shove action as a bonus action on their next turn.
Tackle
1st level Supportive Action

You can take advantage of the fact, that people tend to


ignore you. When the creature you are helping takes the
Attack action, you can use the Shove action against that
same creature. You add one roll of your Assistant Die to
any ability check you are forced to make related to that
shove.
Clearing the Head
1st level Supportive Action

You’ve picked up some good advice on how to keep your


cool in the face of danger and you are happy to share
that advice with your allies. The creature you are
helping adds one roll of your Assistant Die to
Constitution saving throws it is forced to make to
maintain concentration until the start of your next turn.
Create Opening
11th level Supportive Action

Your distraction of an enemy opens them up to attacks.


The next attack of the creature you are helping has its
critical range reduced by 1, which stacks with other
ways to reduce critical range, Example: Fighter
Champion.

Push Aside
11th level Supportive Action

You see danger coming and shove your allies out of


harm’s way. Every time the creature you are helping is
hit with an attack roll until the start of your next turn,
you reduce the damage by one roll of your Assistant Die.
At 17th level, you can roll two Assistant Dice when
using this feature.
Paving the Way
11th level Supportive Action

You try to enable your ally in achieving a physically


demanding task. The creature you are helping adds one
roll of your Assistant Die to all Strength and Dexterity
ability checks it makes and to all Strength and Dexterity
saving throws it makes until the start of your next turn.
In addition, they can take the Dash action as a bonus
action on their turn during that time.
Insightful Knowledge
17th level Supportive Action

The knowledge you have gained, lets you give good


advice in combat. Until the start of your next turn, the
next time the creature you are helping forces another
creature to make a saving throw against a save DC, you
can add one roll of your Assistant Die to the save DC.
Inspiring Words
17th level Supportive Action

You might not be the strongest of warriors, but you


know the words to inspire those that are. You remove
the frightened or charmed condition from the creature
you are helping. In addition the creature adds one roll of
your Assistant die to all charisma saving throws they are
forced to make until the start of your next turn.
Taking the Hit
17th level Supportive Action

You are but a humble servant and your survival isn’t as


important as that of your allies. As long as you remain
within 5ft. of the creature you are helping, you take
every damage they take until the start of your next turn
for them. This damage can not be reduced in any way.
Aide Archetype: Squire
umble are the beginnings of a squire. While

H
A Knight’s Training
they are often born into noble houses, they At 3rd level, the knight you serve has made sure your
pledge alliegance to a knight at an early age. training includes several types of equipment aswell as
From that point on it is their duty to aid horse riding lessons. You gain proficiency with martial
their knight in whatever way they can - even weapons, heavy armor and shields. Additionally, you
if that might include some undignified gain proficiency with Wisdom (Animal Handling) checks
tasks. The upside to this however, is that a and have advantage on saving throws to avoid falling of
Squire rarely has to participate in the more dangerous a mount.
or more socially challenging tasks their knight is faced
with. That doesn’t mean, that the Squire doesn’t know Dutifull Vigilance
how to take care of themself. They are after all trained At 6th level, you have been trained to keep your eyes
to one day follow in their knight’s footsteps. open at all times. You can’t be surprised while you are
conscious, and other creatures don’t gain advantage on
Squire Supportive Actions
As a Squire, you learn additional Supportive Actions. attack rolls against you as a result of being hidden from
You learn these actions at their respective level and they you.
do not count against the total number of Supportive Extra Attack
Actions you know. Beginning at 10th level, you can attack twice, instead of
Duty of Protection
once, whenever you take the Attack action on your turn.
Unseen Bravery
3rd level Squire Supportive Action
At 14th level, you might not be the hero that the stories
You have been trained to protect those who aren’t tell about, but that doesn’t mean, that you aren’t capable
capable of doing so. Until the start of your next turn, as of bravery. You become immune to the frightened
long as you are within 5ft. of them, the creature you are condition. In addition, whenever you hit a creature with
helping has their Armor Class increased. The bonus is an attack roll, you can expend one Assistant Point to
equal to half a roll of your Assistant Die (rounded up). remove the frightened condition from one creature that
can see you within 60ft. of you.
Guarding the Flank
Follow the Example
7th level Squire Supportive Action
At 18th level, you are inspired by the great deeds of
You are trained to have the back of others. The creature others. Whenever a creature you are helping hits
you are helping can not be critically hit. another creature with an attack roll, you can grant
yourself advantage on the next attack roll you are
Courtly Etiquette making. In addition, whenever a creature you are
helping scores a critical hit, you can grant yourself
14th level Squire Supportive Action
You have been trained to maneuver social interactions temporary Hit Points equal to half your Aide level
and schemes at court and others profit from your (rounded down).
knowledge. Until the start of your next turn, you and the
creature you are helping become immune to the
charmed condition and add one roll of your Assistant
Die to all Charisma ability checks they make.
Additionally, creatures have disadvantage on saving
throws against being charmed you and the creature you
are helping force them to make during that time.
United Effort
20th level Squire Supportive Action
You aren’t the hero that will stand alone, but you know a
thing about strength in numbers. Whenever you or the
creature you are helping hit a creature with an attack
roll until the start of your next turn, you both regain Hit
Points equal to a roll of your Assistant Die. This feature
only applies a number of times equal to your
Intelligence modifier (minimum of 1) during that time.
Aide Archetype: Nurse
aving lifes is a combined effort. While the

S
renowned physicians might get all the praise
for a patient’s survival, the part the Nurse
played in that undertaking should not be
forgotten. It is a long and exhausting road to
master the art of healing. But luckily there are
a lot of souls willing to undertake those trials.
Death is there constant companion for those Nurses
and it takes a lot of mental discipline to keep up a smile
through the horrors a they are forced to witness.
Nurse Supportive Actions
As a Nurse, you learn additional Supportive Actions.
You learn these actions at their respective level and they
do not count against the total number of Supportive
Actions you know.
Medical Advice
3rd level Nurse Supportive Action

You might not be an expert physician yet, but you still


know a thing or two about anatomy and are wiling to
share that knowledge with others. You add one roll of
your Assistant Die to all healing the creature you are
helping is providing. : As you level up, you can roll
additional Assistant Dice when using this feature. One
additional die at 7th level, two additional dice at 14th
level and three additional dice at 20th level.
Ointments
7th level Nurse Supportive Action

You have come into the posession of different ointments


such as burn ointment. If you touch the creature you are
helping, you can choose to grant it one of the following
resistances until the start of your next turn: acid, cold,
force, lightning, necrotic, poison, radiant.
Acupuncture
14th level Nurse Supportive Action

Some well placed needles can help relaxing the muscles


of your allies. If you touch the creature you are helping,
you can remove one of the following conditions from it:
paralyzed, petrified, stunned.
Stimulants
20th level Nurse Supportive Action

You know exactly what stimulants a creature needs to


fulfill they potential. The creature you are helping
increases their strength, dexterity or consitution score
(your choice) by 5 for one minute. When you use this
Supportive Action on the same creature again during
that time, it loses the bonus of the first Stimulant you
gave them.
Quick Work Bloodletting
At 3rd level, you are quick to put on bandages and knit Beginning at 10th level, even though the method might
wounds while traversing the field of battle to get where be outdated, you have still learned how to hit the right
your skills are needed. Whenever you take a Supportive spots to spill the most of blood. After hitting with an
Action on a creature you are able to touch, you heal that attack roll, you can choose to hinder the creature you hit
creature for an amount of HP equal to one roll of your from regaining any Hit Points or temporary Hit Points
Assistant Die + your Intelligence Modifier. until the start of your next turn.
In addition, you can add your Assistant Die to every You can use this feature a number of times equal to
Wisdom (Medicine) check you make. your proficiency bonus per long rest.
Maximum Effort Lasting Healing
At 6th level, you can concentrate on ensuring, that a At 14th level, your medical skills improve a patients
medical procedure is successful. When rolling to heal a health even after you have moved on. Whenever a
creature, you can treat every die as its highest roll. : You creature you used a Supportive Action on during your
can use this feature a number of times equal to your turn falls unconscious, they instantly stabilize.
Intelligence Modifier per short or long rest. Reanimation
At 18th level, you can try to bring a creature back from
death’s door. As an Action you touch a creature that has
died within the last minute. You then make a Wisdom
(Medicine) check with a DC of 20. On a success, the
creature comes back to life with 1 HP.
Once you succeed on bringing a creature back this way,
you can’t do so again until you have finished a long rest.
Aide Archetype: Novice
egends are told of the most powerful

L
Enhanced Spells
magicians roaming the land creating
wonders and causing fear. Rarely however, 20th level Novice Supportive Action

the stories are told of those who constantly Your natural swiftness as an assistant makes it easier
work side by side with those wizards to let for you to cast spells in quick succession. You can cast
them achieve these deeds. Novices were one spell you know on that creature. That way, you can
often taken under the wing of a powerful cast more than one spell during your turn. However, you
wizard, watching their every move and ever learning. must expend spell slots for each used spell individually.
From time to time, the wizard might have even shared
some insightful knowledge with their aide, letting them
improve their own magical talents. Whatever the case,
Novices weave their lower magic to assist their masters
in their deeds of legend, dreaming of one day becoming
a legend themselves.
Novice Supportive Actions
As a Novice, you learn additional Supportive Actions.
You learn these actions at their respective level and they
do not count against the total number of Supportive
Actions you know.
Helpful Magic
3rd level Novice Supportive Action

You have learned to let others profit from your magic. If


you haven’t casted a Cantrip during your turn, you can
let one of your Cantrips with a range of self originate
from the person you are helping. You can then cast no
other Cantrip until the start of your next turn.
Share Burden
7th level Novice Supportive Action

You know how draining it can be to perform magic and


you know how to assist with it. Until the start of your
next turn, if the creature you are helping casts a spell,
you can roll your Assistant Die against a DC that equals
6 + the spells level. On a success, the creature regains
the spell slot used.
Quick Learner
14th level Novice Supportive Action

Your intellect makes it easy for you to discern the


different aspects of magic. Choose one school of magic.
Until the start of your next turn, every time the creature
you are helping makes a saving throw against that
school of magic, you can add one roll of your Assistant
Die to the roll. In addition, until the start of your next
turn, whenever the creature you are helping is targeted
by a spell, you learn from which school of magic that
spell originates from.
Spellcasting
At 3rd level, your studies of the arcane have granted you
access to minor spells. You learn three Cantrips from Novice Spellcasting Table
the wizards spell list. See the rules for spellcasting to Cantrips Spells — Spells Slots per Spell Level —
learn how spells work. Level Known Known 1st 2nd 3rd 4th
3rd 3 3 2 — — —
Spell Slots 4th 3 4 3 — — —
The Novice Spellcasting table shows how many spell 5th 3 4 3 — — —
slots you have to cast your wizard spells of 1st level and 6th 3 4 3 — — —
higher. To cast one of these spells, you must expend a 7th 3 5 4 2 — —
slot of the spell’s level or higher. You regain all 8th 3 6 4 2 — —
expended spell slots when you finish a long rest. 9th 3 6 4 2 — —
10th 4 7 4 3 — —
Spells Known of 1st-Level and Higher
You know three 1st-level wizard spells of your choice. 11th
12th
4
4
8
8
4
4
3
3




The Spells Known column of the Novice Spellcasting 13th 4 9 4 3 2 —
table shows when you learn more wizard spells of 1st 14th 4 10 4 3 2 —
level or higher. Each of these spells must be of a level 15th 4 10 4 3 2 —
for which you have spell slots. 16th
17th
4
4
11
11
4
4
3
3
3
3


Whenever you gain a level in this class, you can replace 18th 4 11 4 3 3 —
one of the wizard spells you know with another spell of 19th 4 12 4 3 3 1
your choice from the wizard spell list. The new spell 20th 4 13 4 3 3 1
must be of a level for which you have spell slots.
Spellcasting Ability Increasing the Odds
Intelligence is your spellcasting ability for your wizard Beginning at 6th level, your magic might never match
spells, since you learn your spells through dedicated that of more powerful magic users, but your
study and memorization. You use your Intelligence determination certainly does. After making an attack
whenever a spell refers to your spellcasting ability. In roll with a spell - before knowing the outcome - you can
addition, you use your Intelligence modifier when expend a number of Assistant Points up to your
setting the saving throw DC for a wizard spell you cast proficiency bonus and add the number to the roll.
and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your
Write that Down
Intelligence modifier At 10th level, you can learn a lot when watching the
magic users around you. Once per short rest, whenever
Spell attack modifier = your proficiency bonus + your a creature within 60ft. of you casts a spell of 3rd level or
Intelligence modifier lower, you can create a Spell Scroll with that Scroll as a
reaction. Starting at 15th level, you can copy spells of
4th level or lower and starting at 20th level, you can
copy Spells of 5th level or lower. All your Spell Scrolls
created via this feature are destroyed after you have
finished a long rest and is not suitable for being copied.
Thirst for Knowledge
At 14th level, you’re relentless in finishing your
research. Whenever you make an intelligence ability
check, before knowing the result, you can expend one
Assistant Point to add one roll of your Assistant Die to
the roll.
Reaching for Stars
At 18th level, you have accepted, that you are meant to
remain in the shadow of greater magicians. That
doesn’t mean, that you aren’t capable of some
surprising bursts of greatness. Once per long rest, you
can cast any spell of the wizards spell table of 8th level
or lower without expending any spell slots.
Credits
This class was created by “The Baster”
Art Credits
by Adrien Gonzalez
Neige et Acier : Briata - Illustration
Servants of the Crown by Denman Rooke Art
THE SWORD KEEPER by InaWong
First Aid - Erste Hilfeby avisnocturna
Forest escape by Eilene Cherie
Effigies014_Squire by M Nishimura
apprentice wizard by Ryeomi
Shield of Faith by Ranoartwork

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