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NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
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Unearthed Arcana: Sidekicks
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<blockquote data-quote="Chaosmancer" data-source="post: 7767647" data-attributes="member: 6801228"><p>So, I'm a little shocked by how powerful these "sidekicks" can get. There was a Yuan-Ti Pureblood in my game who could have become a party ally (I have different lore for Yuan-Ti and the party isn't exactly NPC friendly but it is a good example) let us say things went differently, I used these rules, and he ended up being a level 10 expert.</p><p></p><p>Sly Sy </p><p>AC: Studded Leather (13)</p><p>Spd: 30 ft</p><p>HP: 90 (19d8) [Yuan-Ti start with 9d8 hit dice, gains one per level. I don't know if they gain one for level one, but I am assuming they do]</p><p></p><p>Damage Immunity: Poison</p><p>Condition Immunity: Poison</p><p>Darkvision 60 ft</p><p></p><p>Skills: Deception +10, Perception +5, *Stealth +9, *Sleight of Hand +9, Insight +5, *Persuasion +10, *Investigation +9, Medicine +5 (nothing says they lose their previous skills, just that they gain five new ones) </p><p>Tools: Poisoner's Kit and Thieve's Tools</p><p>Dexterity Saves +5</p><p></p><p>Cunning Action</p><p>Jack of All Trades</p><p>Evasion</p><p>Magic Resistance</p><p></p><p>Innate Spells: Animal Friendship at will on snakes, 3/day poison spray and Suggestion</p><p></p><p>Helpful+Inspiring Help: Bonus action help action that also gives a 1d6 either to the d20 roll or damage [better than guidance or bardic inspiration even though it does come online really late]</p><p></p><p>Multi-attack or Extra Attack (doesn't matter): Action to attack twice with</p><p></p><p>Scimitar +5 to hit for 1d6+1</p><p></p><p>Shortbow +5 to hit for 1d6+1</p><p></p><p>[Nothing about the Expert says they lose proficiency, and Yuan-Ti have proficiency with Scimitars on their statblock]</p><p></p><p>Feats instead of ASI's Healer, Inspiring Leader and Skulker. I also considered resilient Wis. If I chose ASIs it would be in raising either Dex or Con.</p><p></p><p>Now, I went utility instead of damage obviously, but you have a scout with advantage against all magic who is immune to all poisons. They can hide in light obscurement and during combat they can grant you advantage on any attack, a +1d6 to either hit or damage and attack twice on their own. Or cast suggestion or a poison spray which has a DC 15 and would deal 2d12 poison damage (one more level til 3d12). They also give the entire party +12 temp hp and can heal them with a medkit, as well as stabilize and prevent them from dying. </p><p></p><p></p><p>Honestly, I know some level 10 rogues and bards who aren't this much of an asset to the party.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 7767647, member: 6801228"] So, I'm a little shocked by how powerful these "sidekicks" can get. There was a Yuan-Ti Pureblood in my game who could have become a party ally (I have different lore for Yuan-Ti and the party isn't exactly NPC friendly but it is a good example) let us say things went differently, I used these rules, and he ended up being a level 10 expert. Sly Sy AC: Studded Leather (13) Spd: 30 ft HP: 90 (19d8) [Yuan-Ti start with 9d8 hit dice, gains one per level. I don't know if they gain one for level one, but I am assuming they do] Damage Immunity: Poison Condition Immunity: Poison Darkvision 60 ft Skills: Deception +10, Perception +5, *Stealth +9, *Sleight of Hand +9, Insight +5, *Persuasion +10, *Investigation +9, Medicine +5 (nothing says they lose their previous skills, just that they gain five new ones) Tools: Poisoner's Kit and Thieve's Tools Dexterity Saves +5 Cunning Action Jack of All Trades Evasion Magic Resistance Innate Spells: Animal Friendship at will on snakes, 3/day poison spray and Suggestion Helpful+Inspiring Help: Bonus action help action that also gives a 1d6 either to the d20 roll or damage [better than guidance or bardic inspiration even though it does come online really late] Multi-attack or Extra Attack (doesn't matter): Action to attack twice with Scimitar +5 to hit for 1d6+1 Shortbow +5 to hit for 1d6+1 [Nothing about the Expert says they lose proficiency, and Yuan-Ti have proficiency with Scimitars on their statblock] Feats instead of ASI's Healer, Inspiring Leader and Skulker. I also considered resilient Wis. If I chose ASIs it would be in raising either Dex or Con. Now, I went utility instead of damage obviously, but you have a scout with advantage against all magic who is immune to all poisons. They can hide in light obscurement and during combat they can grant you advantage on any attack, a +1d6 to either hit or damage and attack twice on their own. Or cast suggestion or a poison spray which has a DC 15 and would deal 2d12 poison damage (one more level til 3d12). They also give the entire party +12 temp hp and can heal them with a medkit, as well as stabilize and prevent them from dying. Honestly, I know some level 10 rogues and bards who aren't this much of an asset to the party. [/QUOTE]
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