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D&D 5E Retainers/followers/companions: how?

Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
So, how do you fine people handle retainers and followers? I'm running my table through the scenario of Baldur's Gate (the video game) and I love to use the companions of the game and allow them to be recruit-able by the PC.

I dont want to hand my players a full stat block, because if they are too complex, they just wont use them.
I've tried some version I found in 3pp and official material, but I find them lacking or difficult to handle.

Stronghold and Followers (3pp): the retainers are easy to run, they are quite streamlined (3 types of AC, all attack rolled with +6, all trained skills with +5 etc), but they use a whole other system for health and level up.

Essential's Sidekick: I find them too restrictive if you have more than 2 or 3 followers.

MM's NPC stablocks: A little too complex for my players, must be updated at each level if you want to remain worthwhile.

What do you people use for those companions?
 

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We don't often have more than one or two (not including familiars or beast companions) in our parties, so the DM usually does a simple stat block hand-out.

I am curious as to why you see much use of them. Do you lack strength in one aspect of your party and you need them to round things out? How many followers are we talking here?

I recall in AD&D when cavaliers started getting retainers and followers and such; the party could literally turn into a small army! :)
 

Its mostly because in the video game that inspired my current campaign, the companions and their quirky personalities were a big part of the fun.

I have 7 players at my table, so its not a matter of having a role not covered :P
 


I don't think these kinds of NPCs are meant to participate in combat encounters. Thus, I would not bother statting them out at all.

If it ever happens there is a combat they can't avoid, I'd pick an NPC from the MM appendix. I don't I'd let players play them though, I will play them as the DM.
 

For followers like in Baldurs Gate (Minsc, Jaheira, Imoen, etc...) I would play them as the GM as any other NPC, I wouldn't hand them over to the players. Their "character" isn't going to come out when played by the PCs and they wouldn't have the agency that they would when controlled by the GM.

For followers such as sailors on a ship the players are captaining or caravan guards the PCs are in a battle with I would hand the players a set of cards with a monster style statblock so they could divvy up the chore of controlling Guards 1-6 and Merchant 1-3 in combat. These types of followers don't have a huge personality and can effectively be controlled by the players.

For followers such as butlers and such employed by the PCs, I wouldn't even have stats or abilities for them and I would leave their actions and results to the GM. Unlike the Baldur's Gate followers, however, they are free for the PCs to order around however they like, there just isn't a need for stats if there isn't a battle going on.

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In addition, when I have a PC out of a battle (knocked out, died, or just not present due to player choice) I usually will split of some or all of my monsters to hand over to the player to control. This give them something to do rather than sit around on their phone for a half hour. (Note: My group has no issue playing monsters like this correctly and not "helping" the party by doing stupid things. If your group can't handle that then I wouldn't recommend this)
 

I know you discounted Sidekicks, but they're working perfectly well for me in my BGDiA campaign so far. The players found the stat blocks pretty easy to understand (considering they're much simpler than a full character sheet). I hand out the statblocks at the beginning of each session and ask who wants to control that NPC during combat (I maintain narrative control).

If you feel they're too restrictive, you could always change up the features and spells provided for them. They were clearly built to take simpler class features from existing classes, so I would just mix and match if I need variety. Besides, the players are supposed to be the fancy fun characters, not the NPCs.
 

I know you discounted Sidekicks, but they're working perfectly well for me in BGDiA so far. Reya's an Attacker Warrior while Falaster was an Expert. The players found the stat blocks pretty easy to understand (considering they're much simpler than a full character sheet). I hand out the statblocks at the beginning of each session and ask who wants to control that NPC during combat.

If you feel they're too restrictive, you could always change up the features and spells provided for them. They were clearly built to take simpler class features from existing classes, so I would just mix and match if I need variety. Besides, the players are supposed to be the fancy fun characters, not the NPCs.

I just found a statblock generator that would make creating sidekick statblocks easier.

Also, there's the new rules for followers in Beowulf for 5e from Handiwork games. They dont have stats, just a list of ''Gifts'' which are abilities triggered by the players on their turn as a B.A or reaction. You can only activate them once per turn. Some Gift render the Follower ''spent'' meaning he wont be able to help until the next long rest. Some Gifts trigger a death save, which are rolled like normal PC, but they only have one. The game makes a difference between slain (heroic death) and dead (boring stupid death), but I think I'd remove this distinction. Something like this:

Frithgar, the Builder Spent O Slain O Killed O Released O
Burden: None.
Bear Blooded. This Follower has advantage on Strength checks and saving throws.

Engage. When you roll initiative, each Follower with this gift can be assigned up to two opponents
in a battle. Engaged opponents spend their turn fighting the Follower unless the Hero is within
reach, in which case the opponent can attack the Hero as normal. On the third and subsequent
rounds, the Follower must make a death saving throw at the end of the opponent’s turn if they were
the target of the opponent. At the end of a round, a Follower can disengage from the opponent,
becoming spent. Another available Follower can then use this ability to engage an opponent.

Ready. The Follower automatically succeeds at any checks necessary in order to activate them.

Rescue the Hero. When this Gift is activated, each available Follower with this Gift rushes into the fight, trying to save the Hero from certain death. Each activated Follower must make a death saving
throw. The Hero is rescued and has a chance to take a short rest before the adventure continues.
 

Stronghold and Followers (3pp): the retainers are easy to run, they are quite streamlined (3 types of AC, all attack rolled with +6, all trained skills with +5 etc), but they use a whole other system for health and level up.

So the health system is a bit different, but the level up issue isn't too difficult. Retainers should in general be half the average level of the party to a max of 7. Leveling up a retainer is pretty easy, as it really only affects their health levels and when certain abilities get unlocked (which is generally on the odd levels).

If you don't like the health levels system, you can just give them 3 hit dice per retainer level. Caster retainers get d6's, warriors get d10's and everyone that isn't quite a caster or warrior gets d8's. Personally, I would just give them the average without any Con bonus (12 HP per retainer level for casters, 15 HP per retainer level for utility retainers, and 18 HP per retainer level for warriors).
 

I just found a statblock generator that would make creating sidekick statblocks easier.

Also, there's the new rules for followers in Beowulf for 5e from Handiwork games. They dont have stats, just a list of ''Gifts'' which are abilities triggered by the players on their turn as a B.A or reaction. You can only activate them once per turn. Some Gift render the Follower ''spent'' meaning he wont be able to help until the next long rest. Some Gifts trigger a death save, which are rolled like normal PC, but they only have one. The game makes a difference between slain (heroic death) and dead (boring stupid death), but I think I'd remove this distinction. Something like this:

Frithgar, the Builder Spent O Slain O Killed O Released O
Burden: None.
Bear Blooded. This Follower has advantage on Strength checks and saving throws.

Engage. When you roll initiative, each Follower with this gift can be assigned up to two opponents
in a battle. Engaged opponents spend their turn fighting the Follower unless the Hero is within
reach, in which case the opponent can attack the Hero as normal. On the third and subsequent
rounds, the Follower must make a death saving throw at the end of the opponent’s turn if they were
the target of the opponent. At the end of a round, a Follower can disengage from the opponent,
becoming spent. Another available Follower can then use this ability to engage an opponent.

Ready. The Follower automatically succeeds at any checks necessary in order to activate them.

Rescue the Hero. When this Gift is activated, each available Follower with this Gift rushes into the fight, trying to save the Hero from certain death. Each activated Follower must make a death saving
throw. The Hero is rescued and has a chance to take a short rest before the adventure continues.

If I may ask, which generator did you find?

Otherwise i was about to suggest something similar, inspired from the steel defender (Battle Smith Artificer in the Eberron RFTLW). That's how i run my followers at the moment.
 

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