Spellcasting. Their spellcasting ability is Intelligence (spell save DC 12). To cast one of its rituals, the caster must provide additional material components whose value in gold pieces is 20 times the spell’s level. These components are consumed when the ritual is finished. They knows the following spells:
At will: mage hand, prestidigitation
Rituals: knock
Extra Spells : Minor illusion, thaumaturgy. Ritual only: disguise self.
Improved Critical. The sidekick’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Rapier. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Second Wind. The sidekick can use a bonus action on its turn to regain hit points equal to 1d10 +4. Once it uses this feature, it must finish a short or long rest before it can use it again.
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.
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