Amphibious. The firenewt can breathe air and water.
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. 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 feature, it must finish a short or long rest before it can use it again.
Improved Critical. The sidekick’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Multiattack. The firenewt makes two attacks with its scimitar.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Spit Fire (Recharges after a Short or Long Rest). The firenewt spits fire at a creature within 10 feet of it. The creature must make a DC 11 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one.
Description
Brand was never motivated by the Warlocks of Imix, believing that their constant desire to destroy other cultures was contrary to his understanding of fire. Fire, to Brand, is a warmth that can be protective, not just destructive. This understanding led him to abandon his home in the Desertmouth Mountains and wander to the west, to search out what past the great desert he previously had never crossed. Hoping to find likeminded individuals, also cast out or alone, he eventually found Varn and Faelarini, whom he now calls his friends.
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