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Product Type: Character Options
CoS-Required? Yes
First introduced as an Unearthed Arcana playtest and later officialized in Tasha’s Cauldron of Everything, the concept of Sidekick classes have been a popular addition to many campaigns. Oftentimes serving to represent low-powered PCs and DMPC followers, it was only natural that many would apply the rules to some of Curse of Strahd’s less-powerful Fated Allies. The Adventure Sidekicks series is designed for groups that want to play one of the official 5e mega-adventures, but have 3 or less players and/or want an easy way to “level up” NPCs and friendly animals who join the party.
Adventure Sidekicks was made before Tasha’s release, so while the kernels of mechanics are there the entries are more or less classless, using their own progression and unique abilities going up to 10th level. The book presents 8 NPCs from the module who can join the party as a Sidekick; 4 are specific named NPCs that can be drawn as Fated Allies from Madam Eva’s Tarokka result, or in Ireena’s case will join the party under most circumstances; 2 are general types but map up to one of the Fated Allies (Mongrelfolk and Wereraven); and 2 are for NPCs who aren’t Fated Allies at all. Each entry has a full stat block for a 1st and 7th level version, and smaller table entries for their Hit Points and New Features at all other levels.
Broom of Animated Attack starts things off weird, being a weak creature that’s only ever fought as a combat encounter in the default module. Its 1st level base stats are as the monster of the same name. As it levels up it gets new and improved uses of its sweeping attacks such as critting on a 19-20, a charge attack to deal additional damage and knock enemies prone, can dust an area revealing traps that can be detected on a DC 15 or less but automatically triggering any DCs higher than this, a blinding AoE Dust Cloud attack, advantage on initiative checks, and increased carrying capacity while flying. Its 10th level capstone is rather underwhelming, being able to knock prone an adjacent creature as an action if it fails a Dexterity save, something its Charge attack could do but damage as well.
Thoughts: Many people have said that the Broom of Animated Attack feels too comical as an enemy in Curse of Strahd, so having it as a DMPC ally will magnify that result that much more. I could see it working as a minion for a PC that’s modeled after a folkloric witch, but otherwise would feel too silly. As a Sidekick, it’s kind of one-note, making it a rather underwhelming option.
Ezmerelda d’Avenir is a friendly all-levels variant of the Vistani monster hunter widely regarded as Best Girl by the Curse of Strahd fandom. Her 1st level version is a rather fragile gish, only being able to attack once with one of her three weapons and her spells are more for utility than combat use (save for Shield). Her studded leather and rapier are nonmagical, and she doesn’t begin play with holy water, potions, and stakes. At higher levels Ezmerelda gets more spells and cantrips, can use Arcane Recovery as a Wizard, gains advantage on escaping and initiating grapples, can Multiattack, add spellcasting modifier to damage of cantrips, and the evil eye/curse abilities of the Vistani are granted at 9th and 10th level.
Thoughts: Even at maximum level, this is a nerfed version of the adventure’s default Ezmerelda. On the plus side, it lets her join the party earlier than normal without making her feel more powerful than the PCs. On the minus side, her lack of a magical weapon means that she’ll have more trouble against enemies with damage resistances to nonmagical attacks, such as vampire spawn. It really comes down to whether or not the DM wants Ez to be more of a peer for lower-level parties, at the expense of removing the mystique of her being a veteran monster hunter.
Ireena Kolyana needs no introduction to anyone familiar with Ravenloft. Her 1st level stat block is pretty much the default one from Curse of Strahd but with studded leather instead of a breastplate, a 14 Dexterity, and proficiency in Dexterity saves. This makes her a bit of a better fighter. She levels up akin to the Expert role, gaining features such as Cunning Action, expertise on Deception and Persuasion, giving the party advantage on Charisma checks against Barovian natives while she’s in their presence, Extra Attack, advantage on initiative rolls, can Help as a bonus action, and can three times per long rest add radiant damage to an attack equal to her level. Her 10th level capstone lets her add d6 on top of d20 rolls she Helps with or adds to the damage roll instead, and crits on a 19 to 20 with her own attacks.
Thoughts: Most gaming groups who turn Ireena into a Sidekick tend to make her an Expert: her meager physical ability scores don’t work well with the Warrior, and she’s never been portrayed as a Spellcaster. This interpretation straddles the line between a pure combatant with features like Extra Attack, but still keeps her firmly in being more of a skill-user/traditional noble. Her expertise can make her a decent party face, but her real strength lies in granting advantage on Charisma checks, as the criteria for that feature applies to virtually every non-Vistani NPC in the module. This version will be a welcome addition to most gaming groups.
Ismark Kolyanovich is Ireena’s brother, and unlike other Fated Allies has a chance of joining the party short-term on the way to Vallaki. Much like the Veteran stat block of the original module, this Ismark is very much a pure martial with a focus on melee combat. He can learn Battlemaster and Champion Fighter abilities when leveling up, such as Action Surge, Improved Critical, advantage on saves vs the frightened condition, the Maneuvering Attack, Riposte, and Sweeping Attack maneuvers (the last of which is his 10th level capstone), and both regular and Improved Parry (as the NPC ability but Improved adds +4 AC instead of +2).
Thoughts: In the default module, Ismark starts out as a strong Fated Ally but quickly peters out by middle and high levels. He doesn’t have any useful out of combat features besides the social perks that come with being a Barovian nobleman. This version of Ismark doesn’t go far from that role, but by letting him “level up” it makes him akin to a relatively weaker PC Fighter. Overall I’d say that the Sidekick Ismark’s an improvement.
Mongrelfolk can represent Clovin Belview from the Abbey of Saint Markovia or possibly other Belviews who take a shine to the party. This Sidekick is pretty solely focused on fighting and possibly scouting purposes, but begins play with a Disguise Kit tool so as to help them blend into Barovian society. At 1st level they’re a better version of the monster of the same name, such as having 25 instead of 20 as a walking speed, and can choose from one of the existing Extraordinary Features of the Mongrefolk monster. They can gain more Extraordinary Features as they level up, including some unique to this book such as Long-Limbed that grants increased speed and reach, Second Wind as per the Fighter class feature, and some high-level prerequisites such as Alert (like the feat but +3 instead of +5 to initiative) or a frog-like Tongue Whip that pulls in and bites a nearby target. Otherwise, the abilities automatically gained during level up hew strongly to combat roles such as increased Armor Class, Multiattack, can grapple as a bonus action after attacking with a melee weapon, and Brutal Critical as per the Barbarian ability.
Thoughts: Colvin Belview is one of the least popular Fated Allies: he’s very weak, the prerequisites to recruit him are difficult, and he cannot easily disguise his monstrous nature. The Sidekick variant partially mitigates the first and last part, and some of the learnable Extraordinary Features may allow for some clever uses. But even so, this doesn’t do enough to redeem the character in my opinion.
Rictavio is another fan-favorite, and like Ezmerelda this is a depowered version. Still primarily a defensive Cleric, but ironically his Wisdom is his lowest mental ability score at 14. Even at 1st level he’s still a knowledgeable type, with proficiency in 6 skills, and he still has his trademark signature equipment such as a Hat of Disguise, Ring of Mind Shielding, and Scroll of Raise Dead. His higher-level features include his Undead Slayer ability, but otherwise his features center around giving him more spells from the default adventure’s stat block. Unlike the other Sidekicks in this book, Rictavio has a maximum level of 11th rather than 10th.
Thoughts: My opinions are more or less the same as Ezmerelda’s, but with the addendum: in terms of reputation and canon it feels odd to have a low-level Van Richten running around. Unlike Ezmerelda, the default Van Richten is less problematic for a low-level adventuring party on account that he lacks major offensive options and the bulk of his abilities revolve around buffs and protection. Therefore, a Sidekick version of him feels rather unnecessary.
Wachter Brother can be used for either Karl or Nikolai Wachter. A certainly odd idea for a DMPC ally, but not entirely out of the picture if the PCs can prove to them that their mother’s evil. As a Sidekick they are similar to Ireena in being a “social martial,” but they lean more towards a fearsome reputation rather than Ireena’s good-will and inspiring example. Their 1st level stats are that of the Noble NPC, but higher level features include such things as advantage on Dexterity checks vs effects they can see, imposing disadvantage on a target’s next attack roll if they hit said target with a rapier, granting allies advantage on Intimidation and Persuasion checks vs Vallaki’s inhabitants, can mark a target within 60 feet as a bonus action to grant their allies advantage on attacks against the target, Extra Attack, advantage on initiative, and granting themself and one adjacent ally +2 AC provided they and the ally remain adjacent to each other. Their 10th level capstone grants +1 AC and Riposte, which works similar to the Battlemaster maneuver but can only be used with a rapier.
Furthermore, it is possible that a Wachter brother will gain a random buff or debuff from a d8 table “when swayed by Barovia’s gloom.” Examples include disadvantage on Charisma checks until they consume alcohol (weary), granting themselves and the party immunity to surprise for 10 minutes (vigilant), and moving to within 30 feet of an ally before being able to perform any action for the next 10 minutes (lonely).
Thoughts: I can tell that given the base Noble stats, the authors really wanted to differentiate the Wachter Brothers from Ireena. While they definitely succeed in this regard, they’re ironically worse at melee combat than her on account for lower starting hit points and Dexterity despite gaining quite the number of martial features. Their more general helpful features like +2 to AC for adjacent allies or granting advantage on attacks vs a marked target only come in at middle to higher levels, so Ireena still beats them in the “expert helper” style role.
Wereraven represents Davian Martikov and other members of the Keepers of the Feather who decide to aid the party in a more direct fashion. Their 1st level stat block takes cues from the Wereraven, with less hit points but oddly a better AC of 14 and trades in Insight for Acrobatics, Sleight of Hand, and Stealth proficiency. They also come equipped with thieves’ tools in addition to shortswords and hand crossbows. Their higher level features include progressive immunity (first bludgeoning, then piercing, and then slashing) to nonmagical nonsilvered weapons, expertise on Sleight of Hand and Stealth, advantage on initiative, can communicate with small winged creatures, Multiattack, and can ascertain the purpose, age, and value of structures and art objects. Their 10th level capstone lets the wereraven teleport up to 120 feet between shadows once per long rest.
Thoughts: Although not that powerful in combat, wereravens make excellent scouts even at low levels, and they get their damage immunities relatively quickly which can help make them physically resilient to most enemies in the module. Their ability to communicate with other birds comes in a bit late at 6th level, and by the time the party is 10th the shadow teleportation feels more of a nifty trick than an amazing ability. But they rate as one of the more cooler and useful sidekicks in this book.
Overall Thoughts: Overall I’m not feeling this supplement. Only three of the Sidekicks spring out to me as really good options: Ireena, Ismark, and Wereraven. As for the Wachter Brothers, they are a flavorful yet weak addition. The rest either don’t do enough in redeeming an unpopular option (Mongrelfolk) or felt weird lorewise (Animated Broom, Ezmerelda and Rictavio). Personally speaking, I feel that the default Fated Allies in Curse of Strahd do a good enough job at providing helpful NPCs in the module, so even with a smaller than usual group of 2-3 players it shouldn’t break the game to do something like add both Ez and Rictavio to their roster. I’d only recommend this book if you really like Davian Martikov or Ismark as Fated Allies and want to do versions that can progress with the party, rather than being locked into a static stat block for the rest of the campaign. But at that point you’re better off homebrewing your own DMPC sidekick progression for Davian or just making Ismark a CR 1/8th NPC but with the Warrior Sidekick class.
Join us next time as we venture to Ravenloft’s most advanced domain to solve a psionic mystery in Lamordia: the God Engine!