Warrior
Hit Points
Hit Dice: d10 per Warrior level
Hit Points at first Level: 10 + your Constitution Modifier
Hit Points at Higher Levels: 6 + your Constitution modifier per Warrior level after 1st
Proficiences
Armor: All Armour and Shields
Weapons: Simple and Martial Weapons
Tools:
Saving Throws: Proficiency in either Strength, Dexterity, or Constitution
Skills: Two skills of your choice from the following list: Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.
Overview & Creation
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.
Class Features
Martial Role
Starting at 1st level, 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
At 2nd level, the sidekick can use a bonus action on its turn to regain hit points equal to ldlO + 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
Beginning at 3rd level, the sidekick's attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Ability Score Improvement or Feat
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. Alternatively you can take a Feat from the
Feats List.
Extra Attack
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 If the sidekick has the Multiattack action, it can use Extra Attack or Multiattack on a turn, not both.
Battle Readiness
Starting at 7th level, the sidekick has advantage on initiative rolls.
Improved Defense
At 10th level, the sidekick's Armor Class increases by 1.
Indomitable
Beginning 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 until it finishes a long rest. The sidekick can use this feature twice between long rests starting at 18th level.