Bonus Proficiencies
1st-level Warrior feature
The sidekick gains proficiency in one saving throw of your choice: Strength, Dexterity, or Constitution.
In addition, the sidekick gains proficiency in two skills of your choice from the following list: Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.
The sidekick gains proficiency with all armor, and if it is a humanoid or has a simple or martial weapon in its stat block, it gains proficiency with shields and all simple and martial weapons.
Martial Role
1st-level Warrior feature
Each warrior focuses on offense or defense in their training. Choose one of the following options:
Attacker. The sidekick gains a +2 bonus to all attack rolls.
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.
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
Second Wind
2nd-level Warrior feature
The sidekick can use a bonus action on its turn to regain hit points equal to 1d10 + its level in this class. Once it uses this feature, it must finish a short or long rest before it can use it again.
Description
You purchased the 6 year old Amphail Brown mare Chestnut from Neverwintian water-clock-maker Haana Ikalis on 10 Summertide 1492DR in Leilion. Horses of this colouration are considered sacred to followers of Sune the deity of beauty and passion also known as Lady Firehair.
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