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Sidekick fighter archetype
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<blockquote data-quote="peterka9" data-source="post: 7884134" data-attributes="member: 37226"><p>I revised the UA Sidekick to be a viable player's class. For those liking support role.</p><p></p><p>see <a href="https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf" target="_blank">https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf</a></p><p></p><p><strong>Sidekick Fighter archetype (fighter sub-class)</strong></p><p></p><p>Abilities:</p><p></p><p><strong>Cunning action</strong></p><p>Starting at 3rd level, the Sidekick’s agility or quick thinking allows her to act speedily. On her turn in combat, she can take the Dash, Disengage, or Hide action as a bonus action.</p><p></p><p><strong>Helpful </strong></p><p>From 3th and beyond, the Sidekick is adept at giving well-timed assistance; the Sidekick can take the Help action as a bonus action but forgo any use of reaction up to her next initiative next round .</p><p></p><p><strong>Inspiring help</strong></p><p>Starting at 3th level, the Sidekick’s assistance becomes especially inspiring. When the Sidekick uses her Helpful bonus action, the creature who receives the help also gains a 1d2 bonus to the d20 roll. If that roll is an attack roll, the creature can forgo adding the bonus to it, and then if the attack hits, the creature can add the bonus to the attack’s damage roll against one target. At any other level, the bonus increases one dice step (5th, 1d3, 7th 1d4, 9th 1d5, 11th 1d6, 13th 1d8, 15th d10, 17th 1d12, 19th 2d6. This ability can be used only once a round.</p><p></p><p><strong>Fancy Footwork</strong></p><p>From 7th level thereafter, the Sidekick learn how to land a strike and then slip away without reprisal. During her turn, if she makes a melee attack against a creature, that creature can't make opportunity attacks against her for the rest of your turn.</p><p></p><p><strong>Helpful Presence</strong></p><p>From 7th level thereafter, the Sidekick may help from a 15’ distance. The distance is raised to 60’ at 15th level.</p><p></p><p><strong>Extra help</strong></p><p>From the 10th level thereafter, with one (bonus) action, the Sidekick may help twice. At 15th level the Sidekick may help thrice.</p><p></p><p><strong>Team Work</strong></p><p>From The 18th level thereafter, the Sidekick may lend his action surge to a creature while helping. There is no restriction of class for the recipient ex: a spellcaster or a rogue may benefit from this ability.</p><p></p><p></p><p></p><p>note: Unlike eldricht knight and battle master, the Sidekick uses no resources for the abilities. I then compared Champion and Sidekick</p><p></p><p>level 3: 5% more chance of critical vs cunning action, helpful and inspiring help</p><p>result: sidekick is 50% better most of the time, quite even for a champion/rogue multiclass who get 2x chance of massive damage from a critical sneak or a PC really needing reaction for AoO or deflect arrows, etc.</p><p></p><p>level 7: Remarkable athlet vs Helpful presence and fancy footwork</p><p>Result: The champion ability is a non-combat ability. My house-rule is to add the 1/2 prof. to existing skills as well, so it raises athletics (and grappling) ability. Seems fairly equal for a clever player</p><p></p><p>level 10: extra style vs extra help. High level PCs tend to hit quite easily, so helping is less effective. An extra style may be useful. Fair trade for me.</p><p></p><p>level 15: Definitely an extra 5% critical chance is better than higher stats for existing abilities. Advantage to champion</p><p></p><p>level 18: Champion's virtual regeneration is better than team work, that just help team put all eggs is the same basket for a bigger omelette. It will work maximum twice before a short rest.</p></blockquote><p></p>
[QUOTE="peterka9, post: 7884134, member: 37226"] I revised the UA Sidekick to be a viable player's class. For those liking support role. see [URL]https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf[/URL] [B]Sidekick Fighter archetype (fighter sub-class)[/B] Abilities: [B]Cunning action[/B] Starting at 3rd level, the Sidekick’s agility or quick thinking allows her to act speedily. On her turn in combat, she can take the Dash, Disengage, or Hide action as a bonus action. [B]Helpful [/B] From 3th and beyond, the Sidekick is adept at giving well-timed assistance; the Sidekick can take the Help action as a bonus action but forgo any use of reaction up to her next initiative next round . [B]Inspiring help[/B] Starting at 3th level, the Sidekick’s assistance becomes especially inspiring. When the Sidekick uses her Helpful bonus action, the creature who receives the help also gains a 1d2 bonus to the d20 roll. If that roll is an attack roll, the creature can forgo adding the bonus to it, and then if the attack hits, the creature can add the bonus to the attack’s damage roll against one target. At any other level, the bonus increases one dice step (5th, 1d3, 7th 1d4, 9th 1d5, 11th 1d6, 13th 1d8, 15th d10, 17th 1d12, 19th 2d6. This ability can be used only once a round. [B]Fancy Footwork[/B] From 7th level thereafter, the Sidekick learn how to land a strike and then slip away without reprisal. During her turn, if she makes a melee attack against a creature, that creature can't make opportunity attacks against her for the rest of your turn. [B]Helpful Presence[/B] From 7th level thereafter, the Sidekick may help from a 15’ distance. The distance is raised to 60’ at 15th level. [B]Extra help[/B] From the 10th level thereafter, with one (bonus) action, the Sidekick may help twice. At 15th level the Sidekick may help thrice. [B]Team Work[/B] From The 18th level thereafter, the Sidekick may lend his action surge to a creature while helping. There is no restriction of class for the recipient ex: a spellcaster or a rogue may benefit from this ability. note: Unlike eldricht knight and battle master, the Sidekick uses no resources for the abilities. I then compared Champion and Sidekick level 3: 5% more chance of critical vs cunning action, helpful and inspiring help result: sidekick is 50% better most of the time, quite even for a champion/rogue multiclass who get 2x chance of massive damage from a critical sneak or a PC really needing reaction for AoO or deflect arrows, etc. level 7: Remarkable athlet vs Helpful presence and fancy footwork Result: The champion ability is a non-combat ability. My house-rule is to add the 1/2 prof. to existing skills as well, so it raises athletics (and grappling) ability. Seems fairly equal for a clever player level 10: extra style vs extra help. High level PCs tend to hit quite easily, so helping is less effective. An extra style may be useful. Fair trade for me. level 15: Definitely an extra 5% critical chance is better than higher stats for existing abilities. Advantage to champion level 18: Champion's virtual regeneration is better than team work, that just help team put all eggs is the same basket for a bigger omelette. It will work maximum twice before a short rest. [/QUOTE]
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