Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated.
Improved Critical. The sidekick’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Battle Readiness. The sidekick has advantage on initiative rolls.
Improved Defense. The sidekick’s Armor Class increases by 1.
Indomitable. The sidekick can reroll a saving throw that it fails, but it must use the new roll. When it uses this feature, it can’t use the feature again until it finishes a long rest.
Extra Attack. The sidekick can attack twice, instead of once, whenever it takes the Attack action on its turn.
Maul. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 5 (2d6 + 3) bludgeoning damage.
Sickle. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 5 (1d10+2) piercing damage.
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 + 14). Once it uses this feature, it must finish a short or long rest before it can use it again.
Description
A former thug for the Thieves' Guild in Damascus, Bob was inspired to join the Leftwayes Travelers by teachings of Figgus as told by Gwen.
Previous Versions
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7/28/2021 2:20:47 AM
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17
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Coming Soon
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