Evasion. 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.
Magical Weapons. The sidekick's attacks are magical.
Multiattack. The sidekick makes two attacks.
Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft. one target. Hit: 10 (1d10 + 5) bludgeoning/slashing damage.
Quarterstaff. Melee Weapon Attack: +11 to hit, reach 5 ft. one target. Hit: 10 (1d10 + 5) bludgeoning damage.
Dart. Ranged Weapon Attack: +11 to hit, reach 20/60 ft. one target. Hit: 10 (1d10 + 5) bludgeoning damage.
Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft. one target. Hit: 10 (1d10 + 5) bludgeoning/slashing damage.
Quick Action (20/Day). The sidekick takes one of the following actions:
Dash. The sidekick movement is doubled for this turn.
Disengage. The sidekick doesn't provoke opportunity attacks on this turn.
Dodge. Until the start of its next turn, all attacks made against the sidekick are made with disadvantage.
Flurry of Blows. The sidekick makes two unarmed strikes.
Empty Body (1/Day). The sidekick becomes invisible for 1 hour or until he makes an attack.
Deflect Missile. As a reaction, the sidekick deflects a ranged weapon attack to the attacker dealing the damage he should have taken.
Stunning Strike (3 uses). The sidekick makes an unarmed strike, on a hit the target is stunned until the start of the sidekick's next turn.
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