![]() Here are a few considerations first: What qualifies as a sidekick? Be sure to share your thoughts on it down in the comments.īasically, this allows a player to take a shield guardian as their sidekick. Like the Unearthed Arcana article, this is purely playtesting content. This article expands on the new Sidekicks rules found in a recent Unearthed Arcana article put out by Wizards of the Coast. It will work maximum twice before a short rest.DM Dave 4 Comments on Shield Guardian Sidekicks | New Player Option for Dungeons & Dragons Fifth Edition (Unearthed Arcana) Posted in Player Options Level 18: Champion's virtual regeneration is better than team work, that just help team put all eggs is the same basket for a bigger omelette. Level 15: Definitely an extra 5% critical chance is better than higher stats for existing abilities. ![]() High level PCs tend to hit quite easily, so helping is less effective. to existing skills as well, so it raises athletics (and grappling) ability. Result: The champion ability is a non-combat ability. Level 7: Remarkable athlet vs Helpful presence and fancy footwork Result: sidekick is 50% better most of the time, quite even for a champion/rogue multiclass who get 2x chance of massive damage from a critical sneak or a PC really needing reaction for AoO or deflect arrows, etc. Level 3: 5% more chance of critical vs cunning action, helpful and inspiring help Note: Unlike eldricht knight and battle master, the Sidekick uses no resources for the abilities. There is no restriction of class for the recipient ex: a spellcaster or a rogue may benefit from this ability. At 15th level the Sidekick may help thrice.įrom The 18th level thereafter, the Sidekick may lend his action surge to a creature while helping. The distance is raised to 60’ at 15th level.įrom the 10th level thereafter, with one (bonus) action, the Sidekick may help twice. 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 revised the UA Sidekick to be a viable player's class.
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