Expert
Hit Points
Hit Dice: d8 per Expert level
Hit Points at first Level: 8 + your Constitution Modifier
Hit Points at Higher Levels: 5 + your Constitution modifier per Expert level after 1st
Proficiences
Armor: Light Armour
Weapons: Simple Weapons
Tools: Any two of your choice
Saving Throws: Proficiency in either Dexterity, Intelligence, or Charisma
Skills: The sidekick gains proficiency in five skills of your choice.
Overview & Creation
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.
Class Features
Helpful
At 1st level, the sidekick is adept at giving well-timed assistance; the sidekick can take the Help action as a bonus action.
Cunning Action
Starting at 2nd level, 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.
Expertise
Beginning at 3rd level, 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.
Ability Score Improvement or Feat
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. Alternatively you can take a Feat from the
Feats List.
Coordinated Strike
Starting at 6th level, 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.
Evasion
Beginning at 7th level, 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.
Inspiring Help
At 11th level, 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.
Reliable Talent
Starting at 14th level, 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.
Sharp Mind
Beginning at 18th level, the sidekick gains proficiency in one of the following saving throws of your choice: Intelligence, Wisdom, or Charisma.