Warrior (fighter)
A Warrior is a martial companion who specializes in striking your foes or defending you and your allies.
Warrior
Level | Proficiency Bonus | Features |
1 | +2 | Fighting Style |
2 | +2 | Second Wind |
3 | +2 | Improved Critical |
4 | +2 | Ability Score Improvement |
5 | +3 | -- |
6 | +3 | Extra Attack |
7 | +3 | Danger Sense, Magic Fang |
8 | +3 | Ability Score Improvement |
9 | +4 | -- |
10 | +4 | Fighting Style |
11 | +4 | Indomitable |
12 | +4 | Ability Score Improvement |
13 | +5 | -- |
14 | +5 | Ability Score Improvement |
15 | +5 | Superior Critical |
16 | +5 | Ability Score Improvement |
17 | +6 | Extra Attack (2) |
Class Features
As a Warrior, the Sidekick gains the following features:
Hit Points
- Hit Dice: The sidekick gains one additional hit die of the base creature's type for each Warrior level. (1d10 if the base creature does not have a specified hit die.)
Proficiencies
- Armor: All Armor, Shields (may be hard to use as they do not have grasping hands)
- Saving Throws: proficiency in one saving throw of your choice: Strength, Dexterity, or Constitution.
- Skills: Three skills from this list: Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival. Warriors can choose to take a proficiency in Simple Weapons, Martial Weapons, or a specific weapon instead of a skill.
Fighting Style
At 1st level, the sidekick adopts a particular style of fighting as its specialty. Choose one of the options available to a Fighter. The sidekick can't take the same Fighting Style option more than once, even if you get to choose again. At 10th level, choose an additional Fighting Style.
Second Wind
Starting at 2nd level, the sidekick can use a bonus action on its turn to regain hit points equal to 1d10 + its level in this class. Once it uses this feature, it must finish a short or long rest before it can do so again.
Improved Critical
Starting at 3rd level, the sidekick's attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Ability Score Improvement
At 4th level, and again at 8th, 12th, 14th, and 16th level, the sidekick can increase one ability score of your choice by 2, or two ability scores of your choice by 1. As normal, the sidekick can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, the sidekick may instead take a feat of your choice.
Extra Attack
Starting at 6th level, the sidekick can attack twice, instead of once, whenever it takes the Attack action on its turn.
The number of attacks increases to three when the sidekick reaches 17th level.
Danger Sense
Beginning at 7th level, the sidekick has advantage on Dexterity saving throws against effects that it can see, such as traps and spells. This feature doesn't work if the sidekick is incapacitated.
Magic Fang
Starting at 7th level, the sidekick's natural weapons (if any) count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Indomitable
Starting at 11th level, the sidekick can reroll a saving throw that it fails, but it must use the new roll. Once it uses this feature, it must finish a long rest before it can do so again.
Superior Critical
Starting at 15th level, the sidekick's attack rolls score a critical hit on a roll of 18-20 on the d20.