Nimble Escape. The sidekick can take the Disengage or Hide action as a bonus action on each of its turns.
Helpful. The sidekick is adept at giving well-timed assistance; the sidekick can take the Help action as a bonus action.
Cunning Action. The sidekick’s agility or quick thinking allows it to act speedily. On its turn in combat, it can take the Dash, Disengage, or Hide action as a bonus action.
Coordinated Strike. The sidekick is adept at fighting in concert with a companion. When the sidekick uses its Helpful feature to aid an ally in attacking a creature, that target can be up to 30 feet away from the sidekick, and the sidekick can deal an extra (2d6) damage to it the next time the sidekick hits it with an attack roll before the end of the current turn. The extra damage is the same type of damage dealt by the attack.
Evasion. Because of extraordinary good luck, the sidekick is skilled at avoiding danger. 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.
Spellcasting. The sidekick is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 10, +4 to hit with spell attacks). The sidekick has the following wizard spells prepared:
5th level (1 slot): Bigby’s hand
Rapier of Life Stealing. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 4) piercing damage.
Description
Anthony is ******* crazy...
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