Expert
  1. Abilities

Expert

Familiar Class

Expert (rogue)

An Expert is an agile and helpful jack of all trades.

Expert Table

Level

Proficiency

Bonus

Features
1+2Helpful
2+2Cunning Action
3+2Jack of Many Trades
4+2Ability Score Improvement
5+3--
6+3Bonus Attack
7+3Evasion
8+3Ability Score Improvement
9+4

--

10+4Inspiring Help (1d6)
11+4Expertise
12+4Ability Score Improvement
13+5--
14+5Ability Score Improvement
15+5Reliable Talent
16+5Ability Score Improvement
17+6Inspiring Help (2d6)


Class Features

As an Expert, 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 Expert level. (1d8 if the base creature does not have a specified hit die.)

Proficiencies

  • Armor: Light
  • Saving Throws: proficiency in one saving throw of your choice: Dexterity, Intelligence, or Charisma.
  • Skills: Five skills or tools of your choice. Experts can use one of these five to be proficient in simple weapons or a specific weapon. 

Remember that most familiars cannot grab tools very well. They may know how to use them, but they cannot often handle them very well. Tools might be redesigned so they can use them better. Some masters do this.

Helpful

The sidekick can take the Help action as a bonus action.

Cunning Action

Starting at 2nd level, the sidekick can take the Dash, Disengage, or Hide action as a bonus action.

Jack of Many Trades

At 3rd level, the sidekick adds half its proficiency bonus to any ability check using a skill it is not proficient with.

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.

Bonus Attack

Starting at 6th level, when the sidekick uses the Attack action on its turn, it can make one additional attack as a bonus action on that turn.

Evasion

Beginning at 7th level, when the sidekick is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it failed. The sidekick doesn't benefit from this feature while incapacitated.

Inspiring Help

Starting at 10th level, when the sidekick uses the Help action, the target also gains a 1d6 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 17th level, the bonus increases to 2d6.

Expertise

At 11th Level, choose two of the sidekick's skill proficiencies. Its proficiency bonus is doubled for any ability check it makes that uses either of the chosen proficiencies.

Reliable Talent

Starting at 15th level, whenever the sidekick makes an ability check that includes its proficiency bonus, it can treat a d20 roll of 9 or lower as a 10.