Battle Readiness. The warrior has advantage on initiative rolls.
Improved Critical. The ant-matter man attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Improved Defense. The ant-matter man AC increases by 1.
Indomitable (2/Day). ant-matter man can reroll a saving throw that it fails, but it must use the new result.
Attacker. ant-matter man gains a +2 bonus to attack rolls.
Second Wind . The warrior can use a bonus action on its turn to regain hit points equal to 1d20 + its level.
Extra Attack. The warrior can attack three times, instead of once, whenever it takes the attack action on its turn.
Punch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning, or 9 (2d10 + 8) slashing damage if used with two hands.
anti-matter. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 4 (1d10 + 4) piercing damage.
Protection. The warrior imposes disadvantage on the attack roll of a creature within 5 feet of it whose target isn’t the warrior. The warrior must be able to see the attacker.
Description
A sidekick is proficient with any armor, weapons, and tools included in its stat block. In addition, warriors are proficient with simple and martial weapons, shields, and all armor.
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