Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Danger Sense Beginning at 2nd level, the sidekick has advantage on Dexterity saving throws against effects that it can see, such as traps and spells. This feature doesn’t work if the sidekick is incapacitated
Improved Critical Starting at 3rd level, the sidekick’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Observant Feat
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Starting at 1st level, the sidekick can use a bonus action on its turn to regain hit points equal to 1d10 + its level in this class(2, so 1d10+2). Once it uses this feature, it must finish a short or long rest before it can use it again. The sidekick can use this feature twice between rests starting at 18th level.
Previous Versions
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7/16/2022 8:44:21 PM
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