I'm about to run Dragon of Icespire peak for two newbie players and I've decided that I want a traditional group of four adventurers, not just thematically, but also so I don't have to do much adjusting to CR once we work our way through the adventure series. My ultimate goal is to get them to level 12-13 by playing through the DnD Beyond adventure content unlocked with the essential set.
I bought two pdf's on the DM Guild to give me more sidekick options, so I'm not limited to the spellcaster, expert and warrior. Right now I'm leaning toward a sidekick class called crusader, which is basically a simplified paladin wielding a greatsword and an assassin, basically a simplified rogue following the assassin archetype. I'd also like to point out that the pdf's allow me to level them up to 12.
I plan to use healing surges, so a pure healer shouldn't be required. As of now I plan to run the siddekick mechanics, but I'm most likely going to tie one player to one sidekick and allow them to make combat decisions for that sidekick. Any advice would be appreciated.
Whichever sidekicks you end up using, make sure they complement the PCs rather than compete with them. For example, if the assassin frequently contributes more in combat than the monk, there may be hurt feelings.
With this in mind, I'd suggest the expert and the healer spellcaster. These would round out the party without taking away from the PCs (assuming the druid doesn't want to heal).
i wouldn't put too much thought in it...one of the benefits of a sidekick as they allow a party member to die without anyone getting bent out of shape. we lost several sidekicks. if they're new, it also lets them see a little bit of other classes so feel free to mix it up and even have sidekicks swap out for whatever reason when you go back to town.
I'm about to run Dragon of Icespire peak for two newbie players and I've decided that I want a traditional group of four adventurers, not just thematically, but also so I don't have to do much adjusting to CR once we work our way through the adventure series. My ultimate goal is to get them to level 12-13 by playing through the DnD Beyond adventure content unlocked with the essential set.
I bought two pdf's on the DM Guild to give me more sidekick options, so I'm not limited to the spellcaster, expert and warrior. Right now I'm leaning toward a sidekick class called crusader, which is basically a simplified paladin wielding a greatsword and an assassin, basically a simplified rogue following the assassin archetype. I'd also like to point out that the pdf's allow me to level them up to 12.
I plan to use healing surges, so a pure healer shouldn't be required. As of now I plan to run the siddekick mechanics, but I'm most likely going to tie one player to one sidekick and allow them to make combat decisions for that sidekick. Any advice would be appreciated.
Whichever sidekicks you end up using, make sure they complement the PCs rather than compete with them. For example, if the assassin frequently contributes more in combat than the monk, there may be hurt feelings.
With this in mind, I'd suggest the expert and the healer spellcaster. These would round out the party without taking away from the PCs (assuming the druid doesn't want to heal).
i wouldn't put too much thought in it...one of the benefits of a sidekick as they allow a party member to die without anyone getting bent out of shape. we lost several sidekicks. if they're new, it also lets them see a little bit of other classes so feel free to mix it up and even have sidekicks swap out for whatever reason when you go back to town.
Guide to the Five Factions (PWYW)
Deck of Decks
What type of Druid does the person want to be? A Circle of the Moon melee tanky Druid? Or a spellcaster Druid?