This section provides a straightforward way to add a special NPC-called a sidekick-to the group of adventurers. These rules take a creature with a low challenge rating and give it levels in one of three simple classes: Expert, Spellcaster, or Warrior. A sidekick can be incorporated into a group at the party's inception, or a sidekick might join them during the campaign. For example, the characters might meet a villager, an animal, or another creature, forge a friendship, and invite the creature to join them on their adventures. You can also use these rules to customize a monster for your own use as DM.
A sidekick can be any type of creature with a stat block in the Monster Manual or another D&D book, but the challenge rating in its stat block must be 1/2 or lower. You take that stat block and add to it, as explained in the "Gaining a Sidekick Class" section. To join the adventurers, the sidekick must be the friend of at least one of them. This friendship might be connected to a character's backstory or to events that have transpired in play. For example, a sidekick could be a childhood friend or pet, or it might be a creature the adventurers saved. As DM, you determine whether there is sufficient trust established for the creature to join the group. You decide who plays the sidekick. Here are some options:
There's no limit on the number of sidekicks in a group, but having more than one per player character can noticeably slow down the game. And when estimating the difficulty of an upcoming encounter, count each sidekick as a character.
When you create a sidekick, you choose the class it will have for the rest of its career: Expert, Spellcaster, or Warrior, each of which is detailed below. If a sidekick class contains a choice, you may make the choice or let the players make it.
The starting level of a sidekick is the same as the average level of the group. For example, if a 1 st-level group starts out with a sidekick, that sidekick is also 1st level, but if a 10th-level group invites a sidekick to join them, that sidekick starts at 10th level.
Whenever a group's average level goes up, the sidekick gains a level. It doesn't matter how much of the group's recent adventures the sidekick experienced; the sidekick levels up because of a combination of the adventures it shared with the group and its own training.
Whenever the sidekick gains a level, it gains one Hit Die, and its hit point maximum increases. To determine the amount of the increase, roll the Hit Die (the type of die appears in the sidekick's stat block), and add its Constitution modifier. It gains a minimum of 1 hit point per level. If the sidekick drops to 0 hit points and isn't killed outright, it falls unconscious and subsequently makes death saving throws, just like a player character.
The sidekick's proficiency bonus is determined by its level in its class, as shown in the class's table. Whenever the sidekick's proficiency bonus increases by 1 , add 1 to the to-hit modifier of all the attacks in its stat block, and increase the DCs in its stat block by 1.
Whenever the sidekick gains the Ability Score Improvement feature, adjust anything in its stat block that relies on an ability modifier that you increase. For example, if the sidekick has an attack that uses its Strength modifier, increase the attack's modifiers to hit and damage if the Strength modifier increases. If it's unclear whether a melee attack in the stat block uses Strength or Dexterity, the attack can use either.
The Expert is a master of certain tasks or knowledge, favoring cunning over brawn. It might be a scout, a musician, a librarian, a clever street kid, a wily merchant, or a burglar. To gain the Expert class, a creature must have at least one language in its stat block that it can speak. A sidekick gains the following class features as it gains levels, as summarized on the Expert table.
1st-level Expert feature The sidekick gains proficiency in one saving throw of your choice: Dexterity, Intelligence, or Charisma. In addition, the sidekick gains proficiency in five skills of your choice, and it gains proficiency with light armor. If it is a humanoid or has a simple or martial weapon in its stat block, it also gains proficiency with all simple weapons and with two tools of your choice.
1st-level Expert feature
The sidekick is adept at giving well-timed assistance;
the sidekick can take the Help action as a
bonus action.
2nd-level Expert feature
The sidekick's agility or quick thinking allows it to
act speedily. On its turn in combat, it can take the
Dash, Disengage, or Hide action as a bonus action.
3rd-level Expert feature
Choose two of the sidekick's skill proficiencies.
The sidekick's proficiency bonus is doubled for any
ability check it makes that uses any of the chosen
proficiencies
At 15th level, choose two more of the sidekick's
skill proficiencies to gain this benefit.
| Level | Proficiency Bonus | Features |
|---|---|---|
| 1st | +2 | Bonus Proficiencies, Helpful |
| 2nd | +2 | Cunning Action |
| 3rd | +2 | Expertise |
| 4th | +2 | Ability Score Improvement |
| 5th | +3 | -- |
| 6th | +3 | Coordinated Strike |
| 7th | +3 | Evasion |
| 8th | +3 | Ability Score Improvement |
| 9th | +4 | -- |
| 10th | +4 | Ability Score Improvement |
| 11th | +4 | Inspiring Help (1d6) |
| 12th | +4 | Ability Score Improvement |
| 13th | +5 | -- |
| 14th | +5 | Reliable Talent |
| 15th | +5 | Expertise |
| 16th | +5 | Ability Score Improvement |
| 17th | +6 | -- |
| 18th | +6 | Sharp Mind |
| 19th | +6 | Ability Score Improvement |
| 20th | +6 | Inspiring Help (2d6) |
4th-level Expert feature
At 4th level and again at 8th, 10th, 12th, 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.
6th-level Expert feature
The sidekick is adept at fighting in concert with a
companion. When the sidekick uses its Helpful feature
to aid an ally in attacking a creature, that target
can be up to 30 feet away from the sidekick, and the
sidekick can deal an extra 2d6 damage to it the next
time the sidekick hits it with an attack roll before
the end of the current turn. The extra damage is the
same type of damage dealt by the attack.
7th-level Expert feature
Because of extraordinary good luck, the sidekick
is skilled at avoiding danger. When the sidekick
is subjected to an effect that allows it to make a
Dexterity saving throw to take only half damage, it
instead takes no damage if it succeeds on the saving
throw, and only half damage if it failed. The sidekick
doesn't benefit from this feature while incapacitated.
11th-level Expert feature
When the sidekick takes the Help action, the creature
who receives the help also gains a ld6 bonus to
the d20 roll. 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.
At 20th level, the bonus increases to 2d6.
14th-level Expert feature
The sidekick has refined its skills to an exceptional
degree. Whenever the sidekick makes an ability
check that includes its whole proficiency bonus, it
can treat a d20 roll of 9 or lower as a 10.
18th-level Expert feature
The sidekick gains proficiency in one of the following
saving throws of your choice: Intelligence, Wisdom,
or Charisma.
A sidekick who becomes a Spellcaster walks the
paths of magic. The sidekick might be a hedge wizard,
a priest, a soothsayer, a magical performer, or a
person with magic in their veins.
To gain the Spellcaster class, a creature must
have at least one language in its stat block that it
can speak.
A sidekick gains the following class features as
it gains levels in this class, as summarized on the
Spellcaster table.
1st-level Spellcaster feature
The sidekick gains proficiency in one saving throw
of your choice: Wisdom, Intelligence, or Charisma.
In addition, the sidekick gains proficiency in two
skills of your choice from the following list: Arcana,
History, Insight, Investigation, Medicine, Performance,
Persuasion, and Religion.
The sidekick gains proficiency with light armor,
and if it is a humanoid or has a simple or martial
weapon in its stat block, it also gains proficiency
with all simple weapons.
1st-level Spellcaster feature
The sidekick gains the ability to cast spells. (If the
creature already has the Spellcasting trait, this feature
replaces that trait.) Choose the Spellcaster's
role: Mage, Healer, or Prodigy. This choice determines
the spell list and spellcasting ability used by
the sidekick, as shown on the Spellcasting table.
SPELLCASTING
| Role | Spell List | Ability |
|---|---|---|
| Mage | Wizard | Intelligence |
| Healer | Cleric and Druid | Wisdom |
| Prodigy | Bard and Warlock | Charisma |
Spell Slots. The Spellcaster table shows how many spell slots the sidekick has to cast its Spellcaster spells of 1st level and higher. To cast one of these spells, the sidekick must expend a slot of the spell's level or higher. The sidekick regains all expended spell slots when it finishes a long rest.
Spells Known. The sidekick knows two cantrips and one 1 st-level spell of your choice from its spell list. Here ar
Mage: mage hand, ray of frost, thunderwave
Healer: cure wounds, guidance, sacred flame
Prodigy: eldritch blast, healing word, light
The Cantrips Known and Spells Known columns of the Spellcaster table shows when the sidekick learns more spells of your choice. Each of the spells in the Spells Known column must be of a level for which the sidekick has spell slots, as shown on the table. For instance, when the sidekick reaches 5th level in this class, it can learn one new spell of 1st or 2nd level.
Additionally, when the sidekick gains a level in this class, you can choose one of the spells it knows from this class and replace it with another spell from its spell list. The new spell must be a cantrip or of a level for which the sidekick has spell slots.
Spellcasting Ability. The sidekick's spellcasting ability for these spells depends on the choice you made on the Spellcasting table.
The sidekick uses its spellcasting ability whenever a spell refers to that ability. In addition, it uses its spellcasting ability modifier when setting the saving throw DC for a spell it casts and when making an attack roll with one.
Spell save DC = 8 + sidekick's proficiency bon us +
spellcasting ability modifier
Spell attack modifier = sidekick's proficiency bonus +
spellcasting ability modifier
Spellcasting Focus. The sidekick can use a focus for its spells depending on the choice you made on the Spellcasting table. A Mage can use an arcane foc us, a Priest can use a holy symbol, and a Prodigy can use an arcane focus or a musical instrument.
4th-level Spellcaster feature
At 4th level and again at 8th, 12th, 16th, and 18th
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.
6th-level Spellcaster fe ature
The sidekick can add its spellcasting ability modifier
to the damage it deals with any cantrip.
14th-level Spellcaster feature
Choose one school of magic. Whenever the sidekick
casts a spell of that school by expending a spell slot,
the sidekick can add its spellcasting ability modifier
to the spell's damage roll or healing roll, if any.
20th-level Spellcaster feature
Taking damage can't break the sidek ick's concentration
on a spell.
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 fol lowing class fe atures as it gains levels in this class, as summarized on the Warrior table.
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.
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.
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 fe ature, it must finish a short
or long rest before it can use it again.
The sidekick can use this fe ature twice between
rests starting at 20th level.
3rd-level Warrior feature
The sidekick's attack rolls score a critical hit on a
roll of 19 or 20 on the d20.
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.
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 1 5th level.
If the sidekick has the Multiattack action, it can
use Extra Attack or Multiattack on a turn, not both.
7th-level Warrior feature
The sidekick has advantage on initiative rolls.
10th-level Warrior feature
The sidekick's Armor Class increases by 1.
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.
| Level | Proficiency Bonus | Features |
|---|---|---|
| 1st | +2 | Bonus Proficiencies, Martial Role |
| 2nd | +2 | Second Wind (1 use) |
| 3rd | +2 | Improved Critical |
| 4th | +2 | Ability Score Improvement |
| 5th | +3 | -- |
| 6th | +3 | Extra Attack (1 extra) |
| 7th | +3 | Battle Readiness |
| 8th | +3 | Ability Score Improvement |
| 9th | +4 | -- |
| 10th | +4 | Improved Defense |
| 11th | +4 | Indomitable (1 use) |
| 12th | +4 | Ability Score Improvement |
| 13th | +5 | -- |
| 14th | +5 | Ability Score Improvement |
| 15th | +5 | Extra Attack (2 extra) |
| 16th | +5 | Ability Score Improvement |
| 17th | +6 | -- |
| 18th | +6 | Indomitable (2 uses) |
| 19th | +6 | Ability Score Improvement |
| 20th | +6 | Second Wind (2 uses) |