Medium Humanoid (Human), Neutral
Armor Class 14 (Studded Leather)
Hit Points 110 (13d8 + 42)
Speed 30 ft.
STR
11 (+0)
DEX
15 (+2)
CON
17 (+3)
INT
15 (+2)
WIS
12 (+1)
CHA
20 (+5)
Saving Throws CHA +10
Skills Arcana +10, Medicine +6
Senses Passive Perception 10
Languages Common, Sylvan Common, Sylvan
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Potent Cantrips. The spellcaster can add its spellcasting ability modifier to the damage it deals with any cantrip.

Empowered Spells

Choose one school of magic. Whenever the sidekick casts a spell of that school by expending a spell slot, the sidekick can add its spellcasting ability modifier to the spell’s damage roll or healing roll, if any. (Evocation)

Spellcasting (Prodigy). The spellcaster’s spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The spellcaster has following Warlock and Bard spells prepared:

Cantrips (at will): 

Eldritch Blast 
LEVEL
Cantrip
CASTING TIME
1 Action
RANGE/AREA
120 ft
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
 Ranged
DAMAGE/EFFECT
 Force
 

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Mind Sliver
 
LEVEL
Cantrip
CASTING TIME
1 Action
RANGE/AREA
60 ft
COMPONENTS
V
DURATION
Instantaneous
SCHOOL
Enchantment
ATTACK/SAVE
INT Save
DAMAGE/EFFECT
 Psychic
 

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Mage Hand
LEVEL
Cantrip
CASTING TIME
1 Action
RANGE/AREA
30 ft
COMPONENTS
V, S
DURATION
1 Minute
SCHOOL
Conjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Utility
 

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.

Vicious Mockery
LEVEL
Cantrip
CASTING TIME
1 Action
RANGE/AREA
60 ft
COMPONENTS
V
DURATION
Instantaneous
SCHOOL
Enchantment
ATTACK/SAVE
WIS Save
DAMAGE/EFFECT
 Psychic
 

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).



1st level (4 slots): 

Armor of Agathys
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
Self
COMPONENTS
V, S, M *
DURATION
1 Hour
SCHOOL
Abjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
 Cold
 

A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.

Cure Wounds
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
Touch
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
None
DAMAGE/EFFECT
Healing
 

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Silvery Barbs
LEVEL
1st
CASTING TIME
1 Reaction *
RANGE/AREA
60 ft
COMPONENTS
V
DURATION
Instantaneous
SCHOOL
Enchantment
ATTACK/SAVE
None
DAMAGE/EFFECT
Buff (...)
 

You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.

You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

* - which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
Witch BoltConcentration
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
30 ft
COMPONENTS
V, S, M *
DURATION
Concentration 1 Minute
SCHOOL
Evocation
ATTACK/SAVE
 Ranged
DAMAGE/EFFECT
 Lightning
 

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

* - (a twig from a tree that has been struck by lightning)



2nd level (3 slots): 

Invisibility
 
LEVEL
2nd
CASTING TIME
1 Action
RANGE/AREA
Touch
COMPONENTS
V, S, M *
DURATION
Concentration 1 Hour
SCHOOL
Illusion
ATTACK/SAVE
None
DAMAGE/EFFECT
 Invisible
 

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

* - (an eyelash encased in gum arabic)
Mirror Image
LEVEL
2nd
CASTING TIME
1 Action
RANGE/AREA
Self
COMPONENTS
V, S
DURATION
1 Minute
SCHOOL
Illusion
ATTACK/SAVE
None
DAMAGE/EFFECT
Deception (...)
 

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Phantasmal Force
LEVEL
2nd
CASTING TIME
1 Action
RANGE/AREA
60 ft (10 ft  *)
COMPONENTS
V, S, M *
DURATION
Concentration 1 Minute
SCHOOL
Illusion
ATTACK/SAVE
INT Save
DAMAGE/EFFECT
 Psychic
 

You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.

The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.

The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.

While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.

An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

Zone of Truth
LEVEL
2nd
CASTING TIME
1 Action
RANGE/AREA
60 ft (15 ft )
COMPONENTS
V, S
DURATION
10 Minutes
SCHOOL
Enchantment
ATTACK/SAVE
CHA Save
DAMAGE/EFFECT
Control
 

You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.

An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.



3rd level (3 slots): 

Counterspell
 
LEVEL
3rd
CASTING TIME
1 Reaction *
RANGE/AREA
60 ft
COMPONENTS
S
DURATION
Instantaneous
SCHOOL
Abjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Negation
 

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

* - which you take when you see a creature within 60 feet of you casting a spell
 
Dispel Magic
 
LEVEL
3rd
CASTING TIME
1 Action
RANGE/AREA
120 ft
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Abjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Control
 

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.


Glyph of Warding
 
LEVEL
3rd
CASTING TIME
1 Hour
RANGE/AREA
Touch
COMPONENTS
V, S, M *
DURATION
Until Dispelled or Triggered
SCHOOL
Abjuration
ATTACK/SAVE
DEX Save
DAMAGE/EFFECT
 Acid (...)
 

When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.

You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.

When you inscribe the glyph, choose explosive runes or a spell glyph.

Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.

Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.

* - (incense and powdered diamond worth at least 200 gp, which the spell consumes)


4th level (1 slots): 
PolymorphConcentration
 
LEVEL
4th
CASTING TIME
1 Action
RANGE/AREA
60 ft
COMPONENTS
V, S, M *
DURATION
Concentration 1 Hour
SCHOOL
Transmutation
ATTACK/SAVE
WIS Save
DAMAGE/EFFECT
Control (...)
 

This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.

The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.

The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.

The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

* - (a caterpillar cocoon)
Spirit of DeathConcentration
 
LEVEL
4th
CASTING TIME
1 Action
RANGE/AREA
60 ft
COMPONENTS
V, S, M *
DURATION
Concentration 1 Hour
SCHOOL
Necromancy
ATTACK/SAVE
None
DAMAGE/EFFECT
Summoning
 

You call forth a spirit that embodies death. The spirit manifests in an unoccupied space you can see within range and uses the reaper spirit stat block. The spirit disappears when it is reduced to 0 hit points or when the spell ends.

The spirit is an ally to you and your companions. In combat, the spirit shares your initiative count and takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue the spirit any commands, it takes the Dodge action and uses its movement to avoid danger.

Reaper Spirit

Medium Undead, Neutral

Armor Class 11 + the level of the spell (natural armor)

Hit Points 40 + 10 for each spell level above 4th

Speed 30 ft., fly 30 ft. (hover)

STR 16 (+3)

DEX 16 (+3)

CON 16 (+3)

INT 16 (+3)

WIS 16 (+3)

CHA 16 (+3)

Damage Immunities necrotic, poison

Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned

Senses darkvision 60 ft., passive Perception 13

Languages understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

Incorporeal Movement. The spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet shunted.

Actions

Multiattack. The spirit makes a number of Reaping Scythe attacks equal to half the level of the spell (rounded down).

Reaping Scythe. Melee Weapon Attack: your spell attack modifier to hit (with advantage), reach 5 ft., the creature haunted by Haunt Creature. Hit: 1d8 + 3 + the spell’s level necrotic damage.

Bonus Actions

Haunt Creature. The spirit targets a creature it can see within 10 feet of itself and begins haunting it. While the target is haunted, you and the spirit sense the direction and distance to the target if it is on the same plane of existence as you. Additionally, if the target starts its turn within 10 feet of the spirit, the target must succeed on a Wisdom saving throw against your spell save DC or have the frightened condition until the start of the target’s next turn. The target remains haunted until it dies, the spirit disappears, or the spirit uses this action again.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell’s level appears in the reaper spirit stat block.

* - (a gilded playing card worth at least 400 gp and depicting an avatar of death)



5th level (0 slot):

Actions

Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d6) bludgeoning damage, or  (1d8) bludgeoning damage if used with two hands.

Description

A sidekick is proficient with any armor, weapons, and tools included in its stat block. In addition, spellcasters are proficient with simple weapons and light armor.

Previous Versions

Name Date Modified Views Adds Version Actions
3/14/2024 4:18:48 PM
5
1
1.0
Coming Soon
3/14/2024 4:25:30 PM
7
1
1.5
Coming Soon

Monster Tags: Sidekick

TiesendarAbysrin

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