Sidekicks Revised
Sidekicks
Expert
On your adventures, the DM might reveal that you’ve
befriended a sidekick who joins your party. A sidekick is a Level Proficiency Bonus Features
creature, usually a humanoid, with a base Challenge Rating 1st +2 Helpful
no greater than 1/2. It’s up to you and the DM to decide who
designs the sidekick and who controls it during play. 2nd +2 Cunning Action
The recommended number of Sidekick Levels is the 3rd +2 Expertise
party's average Character Level minus a number determined
by the sidekick's base Challenge Rating, as follows: 4th +2 Ability Score Improvement
Challenge Rating Party Level Minus 5th +3 ─
0 or 1/8 0 6th +3 Bonus Attack
1/4 1 7th +3 Evasion
1/2 2 8th +3 Ability Score Improvement
9th +4 ─
When adding Sidekick levels to a creature with an existing 10th +4 Ability Score Improvement
stat block, you will need to recalculate its existing features
using its new proficiency bonus, ability scores, etc. 11th +4 Inspiring Help (1d6)
Note that proficiency does not give a creature the ability to 12th +4 Ability Score Improvement
use a tool or weapon it would be otherwise unable to.
13th +5 ─
Expert 14th +5 Reliable Talent
An Expert is an agile and helpful journeyman.
15th +5 Expertise
Class Features 16th +5 Ability Score Improvement
As an Expert, the Sidekick gains the following features: 17th +6 ─
Hit Points 18th +6 Inspiring Help (2d6)
Hit Dice: The sidekick gains one additional hit die of the 19th +6 Ability Score Improvement
base creature's type for each Expert level.
(1d8 if the base creature does not have a specified hit die.) 20th +6 Elusive
Proficiencies
Armor: Light
Weapons: Simple Weapons Bonus Attack
Tools: Two tools of your choice. Starting at 6th level, when the sidekick uses the Attack action
on its turn, it can make one additional attack as a bonus
Saving Throws: Choose one from Dexterity, Intelligence, or action on that turn.
Charisma, unless the sidekick is already proficient with
two or more saving throws Evasion
Skills: A number of skills of your choice such that the Beginning at 7th level, when the sidekick is subjected to an
sidekick is proficient with a maximum of five skills. effect that allows it to make a Dexterity saving throw to take
Helpful only half damage, it instead takes no damage if it succeeds on
The sidekick can take the Help action as a bonus action. the saving throw, and only half damage if it failed. The
sidekick doesn't benefit from this feature while incapacitated.
Cunning Action
Starting at 2nd level, the sidekick can take the Dash, Inspiring Help
Disengage, or Hide action as a bonus action. Starting at 11th level, when the sidekick uses the Help action,
the target also gains a 1d6 bonus to the d20 roll. If that roll is
Expertise an attack roll, the creature can forgo adding the bonus to it,
At 3rd level, hoose two of the sidekick's skill proficiencies. and then if the attack hits, the creature can add the bonus to
The sidekick's proficiency bonus is doubled for any ability the attack's damage roll against one target.
check it makes that uses any of the chosen proficiencies. At 18th level, the bonus increases to 2d6.
At 15th level, choose two more of the sidekick's skill Reliable Talent
proficiencies to gain this benefit.
Starting at 14th level, whenever the sidekick makes an ability
Ability Score Improvement check that includes its proficiency bonus, it can treat a d20
At 4th, 8th, 10th, 12th, 16th, and 19th level, the sidekick can roll of 9 or lower as a 10.
increase one ability score of your choice by 2, or two ability Elusive
scores of your choice by 1. As normal, the sidekick can't Beginning at 20th level, you are so evasive that attackers
increase an ability score above 20 using this feature. rarely gain the upper hand against you. No attack roll has
If your DM allows the use of feats, the sidekick may instead advantage against you while you aren't incapacitated.
take a feat of your choice.
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Spellcaster
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th
1st +2 Spellcasting 2 1 2 ─ ─ ─ ─ ─ ─
2nd +2 Magical Recovery 2 2 2 ─ ─ ─ ─ ─ ─
3rd +2 ─ 2 4 3 ─ ─ ─ ─ ─ ─
4th +2 Ability Score Improvement 3 5 4 2 ─ ─ ─ ─ ─
5th +3 ─ 3 5 4 2 ─ ─ ─ ─ ─
6th +3 Potent Cantrips 3 5 4 3 ─ ─ ─ ─ ─
7th +3 ─ 3 6 4 3 2 ─ ─ ─ ─
8th +3 Ability Score Improvement 3 6 4 3 2 ─ ─ ─ ─
9th +4 ─ 3 7 4 3 3 ─ ─ ─ ─
10th +4 Ability Score Improvement 4 8 4 3 3 1 ─ ─ ─
11th +4 ─ 4 10 4 3 3 1 ─ ─ ─
12th +4 Ability Score Improvement 4 10 4 3 3 2 ─ ─ ─
13th +5 ─ 4 11 4 3 3 3 1 ─ ─
14th +5 Empowered Spells 4 11 4 3 3 3 1 ─ ─
15th +5 ─ 4 12 4 3 3 3 2 ─ ─
16th +5 ─ 4 13 4 3 3 3 2 1 ─
17th +6 Ability Score Improvement 4 13 4 3 3 3 2 1 ─
18th +6 Ability Score Improvement 4 13 4 3 3 3 2 1 ─
19th +6 ─ 4 14 4 3 3 3 2 1 1
20th +6 Focused Casting 4 15 4 3 3 3 2 1 1
Spellcaster Saving Throws: Choose one from Wisdom, Intelligence, or
Charisma, unless the sidekick is already proficient with
A Spellcaster is a magic-user who can cast spells to harm two or more saving throws
your foes or heal you and your allies. To gain Spellcaster Skills: A number of skills of your choice from among Arcana,
levels, a sidekick must have the ability to perform the verbal History, Insight, Investigation, Medicine, Nature,
and somatic components of spells (i.e. it must have hands Persuasion, and Religion, such that the sidekick is
and speak at least one language). If it already has some other proficient with a maximum of three skills.
method of casting spells (such as the Innate Spellcasting
feature), it can ignore this requirement. Spellcasting
At 1st level, the sidekick gains the ability to cast spells. If it
Class Features already has the Spellcasting or Innate Spellcasting feature,
the cantrips known, spells known, and spell slots from this
As a Spellcaster, the Sidekick gains the following features: feature are added to that feature, and the remainder of this
feature is ignored.
Hit Points Magical Role. The sidekick chooses a Magical Role from
Hit Dice: The sidekick gains one additional hit die of the among Mage, Healer, or Prodigy. This determines the
base creature's type for each Spellcaster level. sidekick's spell list, spellcasting ability modifier, and
(1d6 if the base creature does not have a specified hit die.) spellcasting focus, as follows:
Proficiencies Role Spell List Ability
Armor: None
Weapons: Simple Weapons Mage Wizard and Sorcerer Intelligence
Tools: None Healer Cleric and Druid Wisdom
Prodigy Bard and Warlock Charisma
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Spell Slots. The Spellcaster table shows how many spell Magical Recovery
slots the sidekick has to cast its Spellcaster spells of 1st level Beginning at 2nd level, when the sidekick finishes a short
and higher. To cast one of these spells, the sidekick must rest, it can recover expended spell slots. The spell slots can
expend a slot of the spell's level or higher. The sidekick have a combined level that is equal to or less than half its
regains all expended spell slots when it finishes a long rest. level in this class (rounded up), and none of the spell slots can
Spells Known. The sidekick knows two cantrips and one 1st- be 6th level or higher.
level spell of your choice from its spell list. Once the sidekick uses this feature, it can't do so again
Cantrips Known and Spells Known The Spellcaster until it finishes a long rest.
table shows when the sidekick learns more spells of your
choice. Each of the spells must be of a level for which the Potent Cantrips
sidekick has spell slots, as shown on the table. For instance, Starting at 6th level, the sidekick can add its spellcasting
when the sidekick reaches 5th level in this class, it can learn ability modifier to the damage it deals with any cantrip.
one new spell of 1st or 2nd level.
Additionally, when the sidekick gains a level in this class, Ability Score Improvement
you can choose one of the spells it knows from this class and At 4th, 8th, 10th, 12th, 17th, and 18th level, the sidekick can
replace it with another spell from its spell list of a level for increase one ability score of your choice by 2, or two ability
which the sidekick has spell slots. scores of your choice by 1. As normal, the sidekick can't
Spellcasting Ability. Wisdom is the sidekick's spellcasting increase an ability score above 20 using this feature.
ability if it is a Healer, Intelligence if it is a Mage, or Charisma If your DM allows the use of feats, the sidekick may instead
if it is a Prodigy. It uses that score whenever a spell refers to take a feat of your choice.
its spellcasting ability, when setting the saving throw DC for a
spell it casts, and when making an attack roll with one. Focused Casting
At 20th level, taking damage can't break the sidekick's
Spell Save DC = 8 + the sidekick's proficiency bonus + concentration on a spell.
the sidekick's Intelligence or Wisdom modifier
Spell attack modifier = the sidekick's proficiency bonus +
the sidekick's Intelligence or Wisdom modifier
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Warrior
A Warrior is a martial companion who specializes in striking Warrior
your foes or defending you and your allies.
Level Proficiency Bonus Features
Class Features 1st +2 Fighting Style
As a Warrior, the Sidekick gains the following features: 2nd +2 Second Wind
Hit Points 3rd +2 Improved Critical
Hit Dice: The sidekick gains one additional hit die of the 4th +2 Ability Score Improvement
base creature's type for each Warrior level. 5th +3 ─
(1d10 if the base creature does not have a specified hit die.)
6th +3 Extra Attack
Proficiencies
Armor: All Armor, Shields 7th +3 Battle Readiness, Magic Fang
Weapons: Simple Weapons, Martial Weapons 8th +3 Ability Score Improvement
Tools: None
9th +4 ─
Saving Throws: Choose one from Strength, Dexterity, or
Constitution, unless the sidekick is already proficient with 10th +4 Fighting Style
two or more saving throws 11th +4 Indomitable
Skills: A number of skills of your choice from among
Acrobatics, Animal Handling, Athletics, Intimidation, 12th +4 Ability Score Improvement
Nature, Perception, and Survival such that the sidekick is 13th +5 ─
proficient with a maximum of three skills. 14th +5 Ability Score Improvement
Fighting Style 15th +5 Extra Attack (2)
At 1st level, the sidekick adopts a particular style of fighting
as its specialty. Choose one of the options available to a 16th +5 Ability Score Improvement
Fighter. The sidekick can't take the same Fighting Style 17th +6 ─
option more than once, even if you get to choose again.
At 10th level, choose an additional Fighting Style. 18th +6 Indomitable (2)
19th +6 Ability Score Improvement
Second Wind
Starting at 2nd level, the sidekick can use a bonus action on 20th +6 Superior Critical
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 do so again. .
Improved Critical
Starting at 3rd level, the sidekick's attack rolls score a critical Battle Readiness
hit on a roll of 19 or 20 on the d20. Starting at 7th level, the sidekick has advantage on Inititative.
Ability Score Improvement Magic Fang
At 4th, 8th, 12th, 14th, 16th, and 19th level, the sidekick can Starting at 7th level, the sidekick's natural weapons (if any)
increase one ability score of your choice by 2, or two ability count as magical for the purpose of overcoming resistance
scores of your choice by 1. As normal, the sidekick can't and immunity to nonmagical attacks and damage.
increase an ability score above 20 using this feature. Indomitable
If your DM allows the use of feats, the sidekick may instead Starting at 11th level, the sidekick can reroll a saving throw
take a feat of your choice. that it fails, but it must use the new roll. Once it uses this
Extra Attack feature, it must finish a long rest before it can do so again.
Starting at 6th level, the sidekick can attack twice, instead of The sidekick can use this feature twice between long rests
once, whenever it takes the Attack action on its turn. starting at 18th level.
The number of attacks increases to three when the Superior Critical
sidekick reaches 15th level. At 20th level, the sidekick's attack rolls score a critical hit on
a roll of 18 to 20 on the d20.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Thanks for
Reading!
These Sidekick Classes combine my favorite
features from the Unearthed Arcana, the
Essentials Kit, and the Tasha's Cauldron of
Everything versions of the same rules, along with
some tweaks of my own.
Front and middle art ©Wizards of the Coast
Back cover art by KJKallio
©2021 Caleb Wichman
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