Remove these ads. Join the Worldbuilders Guild

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, as summarized on the Warrior table.
hit dice: 1d10 per warrior level
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 1d10 (or 6) + your Constitution modifier per warrior level after 1st
armor proficiencies: All armor, shields
weapon proficiencies: Simple Weapons, Martial Weapons
tools: None
saving throws: Choose One: Strength, Dexterity, or Constitution.
skills: Choose two skills of your choice from the following list: Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.
starting equipment:
Random pouch of goods (up to 100 gp)
spellcasting:
None
class features:
Bonus Proficiencies
1st-level Warrior feature 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
1st-level Warrior feature 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.
Second Wind
2nd-level Warrior feature 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
Improved Critical
3rd-level Warrior feature The sidekick's attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Ability Score Improvement
4th-level Warrior feature At 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.
Extra Attack
6th-level Warrior feature 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.
Battle Readiness
7th-level Warrior feature The sidekick has advantage on initiative rolls.
Improved Defense
10th-level Warrior feature The sidekick's Armor Class increases by 1.
Indomitable
11th-level Warrior feature 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 until it finishes a long rest.   The sidekick can use this feature twice between long rests starting at 18th level.
subclass options:
The Warrior
LevelProficiency BonusFeatures
1st+2Bonus Proficiencies, Martial Role
2nd+2Second Wind
3rd+2Improved Critical
4th+2Ability Score Improvement
5th+3-
6th+3Extra Attack
7th+3Battle Readiness
8th+3Ability Score Improvement
9th+4-
10th+4Improved Defense
11th+4Indomitable
12th+4Ability Score Improvement
13th+5-
14th+5Ability Score Improvement
15th+5Extra Attack Improvement
16th+5Ability Score Improvement
17th+6-
18th+6Indomitable Improvement
19th+6Ability Score Improvement
20th+6Second Wind Improvement

Created by

Ezrageric.

Statblock Type

Class Features

Link/Embed