Warrior Sidekick

Tasha's Cauldron of Everything p. 146

Hit Die
10
Proficiencies
Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, Survival
Skill Choices
2
Armor
Light Armor, Medium Armor, Heavy Armor
Weapons
None
Tools
None

Progression

Level Prof. Traits
1 +2 Starting Warrior Sidekick, Bonus Proficiencies, Martial Role
2 +2 Second Wind
3 +2 Improved Critical
4 +2 Ability Score Improvement
5 +3 —
6 +3 Extra Attack
7 +3 Battle Readiness
8 +3 Ability Score Improvement
9 +4 —
10 +4 Improved Defense
11 +4 Indomitable
12 +4 Ability Score Improvement
13 +5 —
14 +5 Ability Score Improvement
15 +5 —
16 +5 Ability Score Improvement
17 +6 —
18 +6 —
19 +6 Ability Score Improvement

Features by level

Nivel 1

Starting Warrior Sidekick

A Warrior sidekick grows in martial prowess as it fights by your side. It might be a soldier, a town guard, a battle-trained beast, or any other creature honed for combat.

A sidekick gains the following class features as it gains levels in this class, as summarized on the Warrior table.

Bonus Proficiencies

At 1st level, the sidekick gains proficiency in one saving throw of your choice: Strength, Dexterity, or Constitution.

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 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.

Martial Role

Each warrior focuses on offense or defense in their training. Choose one of the following options:

Attacker: The sidekick gains a +2 bonus to all attack rolls.

Defender: 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.

Nivel 2

Second Wind

Starting at 2nd level, the sidekick can use a bonus action on its turn to regain hit points equal to 1d10 + its level in this class. Once it uses this feature, it must finish a short or long rest before it can use it again.

The sidekick can use this feature twice between rests starting at 20th level.

Nivel 3

Improved Critical

Starting at 3rd level, the sidekick's attack rolls score a critical hit on a roll of 19 or 20 on the d20.

Nivel 4

Ability Score Improvement

When you reach 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 can't increase an ability score above 20 using this feature.

Nivel 6

Extra Attack

Beginning at 6th level, the sidekick can attack twice, instead of once, whenever it takes the Attack action on its turn.

The number of attacks increases to three when the sidekick reaches 15th level.

If the sidekick has the Multiattack action, it can use Extra Attack or Multiattack on a turn, not both.

Nivel 7

Battle Readiness

After the sidekick reaches 7th level, it has advantage on initiative rolls.

Nivel 10

Improved Defense

At 10th level, the sidekick's Armor Class increases by 1.

Modificadores

ac +1

Nivel 11

Indomitable

Starting at 11th level, the sidekick can reroll a saving throw that it fails, but it must use the new roll. When it uses this feature, it can't use the feature again unless it finishes a long rest.

The sidekick can use this feature twice between long rests starting at 18th level.