![]() ![]() During her turn, if she makes a melee attack against a creature, that creature can't make opportunity attacks against her for the rest of your turn.įrom 7th level thereafter, the Sidekick may help from a 15’ distance. This ability can be used only once a round.įrom 7th level thereafter, the Sidekick learn how to land a strike and then slip away without reprisal. If that roll is an attack roll, the creature can forgo adding the bonus to it, and then if the attack hits, the creature can add the bonus to the attack’s damage roll against one target. When the Sidekick uses her Helpful bonus action, the creature who receives the help also gains a 1d2 bonus to the d20 roll. Starting at 3th level, the Sidekick’s assistance becomes especially inspiring. ![]() On her turn in combat, she can take the Dash, Disengage, or Hide action as a bonus action.įrom 3th and beyond, the Sidekick is adept at giving well-timed assistance the Sidekick can take the Help action as a bonus action but forgo any use of reaction up to her next initiative next round. Starting at 3rd level, the Sidekick’s agility or quick thinking allows her to act speedily. Sidekick Fighter archetype (fighter sub-class) I am exited to try this out and hope that it gets released into an official book after it is refined.I revised the UA Sidekick to be a viable player's class. Even if they decide that it isn't for them the party doesn't have to lose a member. If people have friends that have not played before, but are interested, this could be a good way to get their toes wet and learn without having to get too invested. We have been talking about letting a friend who is not a player in the campaign, but has been joining us as a spectator of sorts, run him with his new class so as not to have him become a drone or fodder. ![]() This being said I am currently playing a homebrew campaign as a Shifter Druid who had a pet fox before these rules came out and my DM has been kind enough to allow us to test this in our next session. This can help to even the field and make encounter's more dangerous if a villain crits on a 19 or at higher levels an 18 it can turn one attack into a more sever injury. If one still believes this is too much power for sidekicks one could also decide that certain monsters(an alpha shadow mastiff guarding a villain's lair perhaps) would reasonably have these classes as well. As far as humanoid or other intelligent NPCs go you could already give them PC classes to bolster them so this seems like a much easier way for a DM/GM to handle them. The armor rating only goes up by 1 when it reaches the 10th level which isn't game breaking either. I also want to point out that this doesn't allow animal companions to do any more damage per attack than normal with the warrior class sidekick(the only ones animals can be without homebrew) unless you crit. It helps to supplement what the base archetype lacks and give more substance to your animal companion. ![]() I don't see why this couldn't/shouldn't be used with beastmaster rangers. Phandelver and Below: The Shattered Obelisk Mordenkainen Presents: Monsters of the Multiverse ![]()
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