We have a Monk sidekick character in our new campaign. After seeing the Sidekick options in Tasha's, I decided that the Warrior wasn't quite the best fit, and decided to work out something more like the actual Monk class but with reasonable limitations to reduce complexity in combat and prevent overshadowing the PCs.
The Martial Arts, Unarmored Movement and ASI progression are the same as in the Monk table, and they get the same Saving Throw and Skill Proficiency options as a Monk, but the Sidekick doesn't use Ki points. Instead, they get unlimited Patient Defense, limited uses of Step of the Wind, and only the one bonus action unarmed strike (no Flurry of Blows.) Any limited-use features are regained after a short or long rest.
I delayed many of the features or left them out entirely (notice there's no Stunning Strike or Tongue of the Sun and Moon), and eliminated ki-based features that involve spellcasting. But I did throw in the Barbarian's Battle Readiness feature at 10th level, just to give them a leg up on Initiative.
There are 3 Monastic options: Open Hand, which just has limited uses of the Open Hand feature that can be used with a bonus action unarmed strike; Shadow, which has the non-spellcasting features of the Way of Shadow; and Sun Soul, which has the non-spell radiant damage features. (I include that last one because our Monk sidekick is an Awakened Shrub who praises the Sun :D )
Anyway, here's the progression table:
Lvl PB M.Arts U.Move Features
1 +2 1d4 -- Proficiencies, Unarmored Defense, Martial Arts
2 +2 1d4 +10 Patient Defense, Step of the Wind (1 use), Unarmored Movement
3 +2 1d4 +10 Monastic Feature: Open Hand (2 uses) / Shadow Step / Radiant Sun Bolt
4 +2 1d4 +10 ASI, Slow Fall
5 +3 1d6 +10 Step of the Wind (2 uses)
6 +3 1d6 +15 Extra Attack (1 extra), Ki-Empowered Strikes
7 +3 1d6 +15 Evasion
8 +3 1d6 +15 ASI
9 +4 1d6 +15 Stillness of Mind, Unarmored Movement Improvement
10 +4 1d6 +20 Battle Readiness
11 +4 1d8 +20 Monastic Feature: Open Hand (4 uses) / Cloak of Shadows / Searing Sunburst (1 use)
12 +4 1d8 +20 ASI, Step of the Wind (3 uses)
13 +5 1d8 +20 Purity of Body
14 +5 1d8 +25 --
15 +5 1d8 +25 Diamond Soul
16 +5 1d8 +25 ASI
17 +6 1d10 +25 Monastic Feature: Open Hand (6 uses) / Opportunist / Sun Shield
18 +6 1d10 +30 Timeless Body, Step of the Wind (4 uses)
19 +6 1d10 +30 ASI
20 +6 1d10 +30 Empty Body
I was this close to trying to make one myself, thankfully I though to google if there was UA or something and found this, will definitely make use of it.
Cool, tell me how well it works for you! Our DM decided to just do a standard Monk class with Ki points for our shrub friend, so haven't had a chance to see this sidekick version in action.
Rollback Post to RevisionRollBack
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
I'm curious as to why you give unlimited Patient Defense and limited Step of the Wind. I would think the reverse would be a bit less strong while also feeling more "skirmishy," but I suppose it would also be a bit more complicated to play.
I personally feel that if this is a class intended to be used for NPC sidekicks, no subclass features should be included and ki points should be removed entirely to simplify it and keep it from being an enticing option for player characters (it shouldn't be able to compete on equal footing with its PC version).
I'll post a modified table below to show the changes I would make. Obviously it's your brew, so feel free to ignore this.
Lvl PB M.Arts U.Move Features
1 +2 1d4 -- Proficiencies, Unarmored Defense, Martial Arts
2 +2 1d4 +5 Patient Defense and Step of the Wind (1 use), Unarmored Movement
3 +2 1d4 +5 --
4 +2 1d4 +5 ASI, Slow Fall
5 +3 1d4 +5 Patient Defense and Step of the Wind (2 uses)
6 +3 1d6 +5 Extra Attack (1 extra)
7 +3 1d6 +10 Evasion
8 +3 1d6 +10 ASI, Ki-empowered Strikes
9 +4 1d6 +10 Stillness of Mind, Unarmored Movement Improvement
10 +4 1d6 +10 Battle Readiness
11 +4 1d6 +10 --
12 +4 1d6 +15 ASI, Step of the Wind (3 uses)
13 +5 1d8 +15 Disease Immunity, Poison Resistance
14 +5 1d8 +15 --
15 +5 1d8 +15 Additional Saving Throw Prof (sidekick's choice)
16 +5 1d8 +15 ASI
17 +6 1d8 +20 --
18 +6 1d8 +20 Patient Defense and Step of the Wind (4 uses)
19 +6 1d8 +20 ASI
20 +6 1d10 +20 Additional Saving Throw Prof (sidekick's choice)
These are the changes that I think make it more on the level of the sidekick classes in Tasha's. A slower progression and lower start point for unarmed damage and movement bonus allow the feel of a monk, but keep it from outshining player characters. also various changes to the abilities, which can be seen by comparing our tables.
I hope this helps, even if you don't use any of it!
The sidekick's unarmed strikes do 1d4 damage if the die wasn't already higher. This die changes as the sidekick gains levels in the brawler class, as shown under the Unarmed Die column of the brawler table. If the sidekick has the Multiattack action, it can use Extra Attack or Multiattack on a turn, not both.
Unarmored Defense
2nd level Brawler feature.
The sidekick's armor class increases by a number equal to its' Wisdom modifier(Minimum of 1) while not wearing armor.
Rapid Strikes
3rd level Brawler feature.
The sidekick can make an unarmed strike as a bonus action when it takes the attack action on its' turn to make an unarmed strike.
Ability Score Improvement
4th level Brawler feature.
At 4th level and again at 8th, 14th, 16th, and 19th level, the sidekick increases one ability score of its' choice by 2, or two ability scores of its' choice by 1. The sidekick can’t increase an ability score above 20 using this feature.
Extra Attack
6th level Brawler feature.
The sidekick can attack twice, instead of once, whenever it takes the Attack action on its' turn.
If the sidekick has the Multiattack action, it can use Extra Attack or Multiattack on its' turn, not both
Slow Fall
7th level Brawler feature.
The sidekick can use its' reaction when it falls to reduce any falling damage it takes by an amount equal to four times it's brawler level.
Unarmored Movement
9th level Brawler feature.
The sidekick's speed increases by 10 feet while it is not wearing armor or wielding a shield. This bonus increases to 15 feet when the sidekick reaches 15th level
Empowered Strikes
10th level Brawler feature.
The sidekick's unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Flurry of Blows
12th level Brawler feature.
Immediately after the sidekick takes the Attack action on its' turn, it can make two unarmed strikes as a bonus action. The sidekick may do this a number of times equal to half its' proficiency bonus.
Deflecting Palm
18th level Brawler feature.
Whenever a creature hits the sidekick with a weapon attack it may use it's reaction to subtract its' unarmed die from the damage and deal that much damage to another creature within 5 feet of it.
Took some inspiration from the previous posts and came up with my own monk sidekick class.
The Brawler
Level
Proficiency Bonus
Martial Arts Die
Unarmored Movement
Features
1
+2
1d4
--
Bonus Proficiencies, Martial Arts
2
+2
1d4
--
Unarmored Defense
3
+2
1d4
+10
Unarmored Movement
4
+2
1d4
+10
Ability Score Improvement
5
+3
1d4
+10
--
6
+3
1d4
+10
Rapid Strikes
7
+3
1d4
+10
Evasion
8
+3
1d4
+10
Ability Score Improvement
9
+4
1d6
+10
--
10
+4
1d6
+10
Empowered Strikes
11
+4
1d6
+10
Crippling Blow
12
+4
1d6
+10
Ability Score Improvement
13
+5
1d6
+10
--
14
+5
1d6
+20
--
15
+5
1d6
+20
Rapid Strikes Improvement
16
+5
1d6
+20
Ability Score Improvement
17
+6
1d8
+20
--
18
+6
1d8
+20
Resilient Soul
19
+6
1d8
+20
Ability Score Improvement
20
+6
1d8
+20
Lucky Strike
Bonus Proficiencies
1st-level Brawler 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, Athletics, Insight, Medicine, Perception, and Stealth.
If the sidekick is a humanoid or has a simple or martial weapon in its stat block, it gains proficiency with all simple weapons and one tool of your choice.
Martial Arts
1st-level Brawler feature.
The sidekick can use Dexterity instead of Strength for the attack rolls and damage rolls of its unarmed strikes and simple melee weapons.
In addition, the sidekick can roll a d4 in place of the normal damage of its unarmed strikes and simple melee weapons. This die changes as the sidekick gains levels in the brawler class, as shown under the Martial Arts Die column of the brawler table.
If the sidekick has a natural weapon in its stat block, it can use it to make unarmed strikes.
Unarmored Defense
2nd-level Brawler feature.
While the sidekick is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Unarmored Movement
3rd-level Brawler feature.
The sidekick's speed increases by 10 feet while it is not wearing armor or wielding a shield. This bonus increases to 20 feet when the sidekick reaches 14th level.
Ability Score Improvement
4th-level Brawler feature.
At 4th level and again at 8th, 12th, 16th, and 19th level, the sidekick increases one ability score of its' choice by 2, or two ability scores of its' choice by 1. The sidekick can’t increase an ability score above 20 using this feature.
Rapid Strikes
6th-level Brawler feature.
When the sidekick uses the Attack action with an unarmed strike or a simple melee weapon on its turn, the sidekick can make one additional unarmed strike as part of the same action.
The number of additional attacks increases to two when the sidekick reaches 15th level.
If the sidekick has the Multiattack action, it can use Rapid Strikes or Multiattack on a turn, not both.
Evasion
7th-level Brawler feature.
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 fails.
Empowered Strikes
10th-level Brawler feature.
The sidekick's unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Crippling Blow
11th-level Brawler feature.
When the sidekick hits another creature with a melee weapon attack for the first time on a turn, the target must succeed on a Constitution saving throw (DC equals 8 + the sidekick's proficiency bonus + the sidekick's Wisdom modifier) or have disadvantage on all attacks it makes before the end of its next turn.
Resilient Soul
18th-level Brawler feature.
The sidekick gains proficiency in one saving throw of your choice: Intelligence, Wisdom, or Charisma.
Lucky Strike
20th-level Brawler feature.
When the sidekick misses with an attack roll using an unarmed strike or a simple melee weapon, it can reroll it. The sidekick can use this feature only once on a turn.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
We have a Monk sidekick character in our new campaign. After seeing the Sidekick options in Tasha's, I decided that the Warrior wasn't quite the best fit, and decided to work out something more like the actual Monk class but with reasonable limitations to reduce complexity in combat and prevent overshadowing the PCs.
The Martial Arts, Unarmored Movement and ASI progression are the same as in the Monk table, and they get the same Saving Throw and Skill Proficiency options as a Monk, but the Sidekick doesn't use Ki points. Instead, they get unlimited Patient Defense, limited uses of Step of the Wind, and only the one bonus action unarmed strike (no Flurry of Blows.) Any limited-use features are regained after a short or long rest.
I delayed many of the features or left them out entirely (notice there's no Stunning Strike or Tongue of the Sun and Moon), and eliminated ki-based features that involve spellcasting. But I did throw in the Barbarian's Battle Readiness feature at 10th level, just to give them a leg up on Initiative.
There are 3 Monastic options: Open Hand, which just has limited uses of the Open Hand feature that can be used with a bonus action unarmed strike; Shadow, which has the non-spellcasting features of the Way of Shadow; and Sun Soul, which has the non-spell radiant damage features. (I include that last one because our Monk sidekick is an Awakened Shrub who praises the Sun :D )
Anyway, here's the progression table:
What do you think?
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
I was this close to trying to make one myself, thankfully I though to google if there was UA or something and found this, will definitely make use of it.
Cool, tell me how well it works for you! Our DM decided to just do a standard Monk class with Ki points for our shrub friend, so haven't had a chance to see this sidekick version in action.
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
I'm curious as to why you give unlimited Patient Defense and limited Step of the Wind. I would think the reverse would be a bit less strong while also feeling more "skirmishy," but I suppose it would also be a bit more complicated to play.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
I personally feel that if this is a class intended to be used for NPC sidekicks, no subclass features should be included and ki points should be removed entirely to simplify it and keep it from being an enticing option for player characters (it shouldn't be able to compete on equal footing with its PC version).
I'll post a modified table below to show the changes I would make. Obviously it's your brew, so feel free to ignore this.
These are the changes that I think make it more on the level of the sidekick classes in Tasha's. A slower progression and lower start point for unarmed damage and movement bonus allow the feel of a monk, but keep it from outshining player characters. also various changes to the abilities, which can be seen by comparing our tables.
I hope this helps, even if you don't use any of it!
Sunday DM and creator of homebrew for both DMs and players. I do lots of conversions!
My best brews: Berserker (Fire Emblem - barbarian subclass) | Swordmaster (Fire Emblem - fighter subclass) | Deserter (background) | Flame Atronach (Skyrim - monster)
My Fire Emblem Conversion Thread
General homebrew links
Spells | Monsters | Magic Items | Backgrounds | Feats | Races | Subclasses
I made one myself a while ago.
The Brawler
Unarmed Fighter
1st level Brawler feature.
The sidekick's unarmed strikes do 1d4 damage if the die wasn't already higher. This die changes as the sidekick gains levels in the brawler class, as shown under the Unarmed Die column of the brawler table. If the sidekick has the Multiattack action, it can use Extra Attack or Multiattack on a turn, not both.
Unarmored Defense
2nd level Brawler feature.
The sidekick's armor class increases by a number equal to its' Wisdom modifier(Minimum of 1) while not wearing armor.
Rapid Strikes
3rd level Brawler feature.
The sidekick can make an unarmed strike as a bonus action when it takes the attack action on its' turn to make an unarmed strike.
Ability Score Improvement
4th level Brawler feature.
At 4th level and again at 8th, 14th, 16th, and 19th level, the sidekick increases one ability score of its' choice by 2, or two ability scores of its' choice by 1. The sidekick can’t increase an ability score above 20 using this feature.
Extra Attack
6th level Brawler feature.
The sidekick can attack twice, instead of once, whenever it takes the Attack action on its' turn.
If the sidekick has the Multiattack action, it can use Extra Attack or Multiattack on its' turn, not both
Slow Fall
7th level Brawler feature.
The sidekick can use its' reaction when it falls to reduce any falling damage it takes by an amount equal to four times it's brawler level.
Unarmored Movement
9th level Brawler feature.
The sidekick's speed increases by 10 feet while it is not wearing armor or wielding a shield. This bonus increases to 15 feet when the sidekick reaches 15th level
Empowered Strikes
10th level Brawler feature.
The sidekick's unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Flurry of Blows
12th level Brawler feature.
Immediately after the sidekick takes the Attack action on its' turn, it can make two unarmed strikes as a bonus action. The sidekick may do this a number of times equal to half its' proficiency bonus.
Deflecting Palm
18th level Brawler feature.
Whenever a creature hits the sidekick with a weapon attack it may use it's reaction to subtract its' unarmed die from the damage and deal that much damage to another creature within 5 feet of it.
I have a weird sense of humor.
I also make maps.(That's a link)
Took some inspiration from the previous posts and came up with my own monk sidekick class.
The Brawler
Bonus Proficiencies
1st-level Brawler 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, Athletics, Insight, Medicine, Perception, and Stealth.
If the sidekick is a humanoid or has a simple or martial weapon in its stat block, it gains proficiency with all simple weapons and one tool of your choice.
Martial Arts
1st-level Brawler feature.
The sidekick can use Dexterity instead of Strength for the attack rolls and damage rolls of its unarmed strikes and simple melee weapons.
In addition, the sidekick can roll a d4 in place of the normal damage of its unarmed strikes and simple melee weapons. This die changes as the sidekick gains levels in the brawler class, as shown under the Martial Arts Die column of the brawler table.
If the sidekick has a natural weapon in its stat block, it can use it to make unarmed strikes.
Unarmored Defense
2nd-level Brawler feature.
While the sidekick is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Unarmored Movement
3rd-level Brawler feature.
The sidekick's speed increases by 10 feet while it is not wearing armor or wielding a shield. This bonus increases to 20 feet when the sidekick reaches 14th level.
Ability Score Improvement
4th-level Brawler feature.
At 4th level and again at 8th, 12th, 16th, and 19th level, the sidekick increases one ability score of its' choice by 2, or two ability scores of its' choice by 1. The sidekick can’t increase an ability score above 20 using this feature.
Rapid Strikes
6th-level Brawler feature.
When the sidekick uses the Attack action with an unarmed strike or a simple melee weapon on its turn, the sidekick can make one additional unarmed strike as part of the same action.
The number of additional attacks increases to two when the sidekick reaches 15th level.
If the sidekick has the Multiattack action, it can use Rapid Strikes or Multiattack on a turn, not both.
Evasion
7th-level Brawler feature.
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 fails.
Empowered Strikes
10th-level Brawler feature.
The sidekick's unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Crippling Blow
11th-level Brawler feature.
When the sidekick hits another creature with a melee weapon attack for the first time on a turn, the target must succeed on a Constitution saving throw (DC equals 8 + the sidekick's proficiency bonus + the sidekick's Wisdom modifier) or have disadvantage on all attacks it makes before the end of its next turn.
Resilient Soul
18th-level Brawler feature.
The sidekick gains proficiency in one saving throw of your choice: Intelligence, Wisdom, or Charisma.
Lucky Strike
20th-level Brawler feature.
When the sidekick misses with an attack roll using an unarmed strike or a simple melee weapon, it can reroll it. The sidekick can use this feature only once on a turn.