1. Characters

Malice

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Side Kick - Stat Block

Blink Dog

Medium fey , lawful Evil


Armor Class 14 (Natural Armor)
Hit Points 62 (1d8)
Speed 40 ft.


StrDexConIntWisCha

14 (2)

17 (3)

14 (2)

10 (0)

13  (1)

11 (0)


Skills
 Perception +3, Stealth +5
Senses Passive Perception 13
Languages Blink Dog , understands Sylvan but can't speak it

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 2) piercing damage.

Teleport (Recharge 4–6). The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.

Sidekick Class - Warrior

Warrior

A Warrior sidekick grows in martial prowess as it fights by your side. It might be a soldier, a town guard, a battle-trained beast, or any other creature honed for combat.

A sidekick gains the following class features as it gains levels in this class, as summarized on the Warrior table.

The Warrior

LevelProficiency BonusFeatures
1st+2Bonus Proficiencies, Martial Role
2nd+2Second Wind (1 use)
3rd+2Improved Critical
4th+2Ability Score Improvement
5th+3
6th+3Extra Attack (1 extra)
7th+3Battle Readiness
8th+3Ability Score Improvement
9th+4
10th+4Improved Defense
11th+4Indomitable (1 use)
12th+4Ability Score Improvement
13th+5
14th+5Ability Score Improvement
15th+5Extra Attack (2 extra)
16th+5Ability Score Improvement
17th+6
18th+6Indomitable (2 uses)
19th+6Ability Score Improvement
20th+6Second Wind (2 uses)

Bonus Proficiencies

1st-level Warrior feature

The sidekick gains proficiency in one saving throw of your choice: Strength, Dexterity, or Constitution.

In addition, the sidekick gains proficiency in two skills of your choice from the following list: AcrobaticsAnimal HandlingAthleticsIntimidationNaturePerception, and Survival.

The sidekick gains proficiency with all armor, and if it is a humanoid or has a simple or martial weapon in its stat block, it gains proficiency with shields and all simple and martial weapons.

Martial Role

1st-level Warrior feature

Each warrior focuses on offense or defense in their training. Choose one of the following options:

Attacker. The sidekick gains a +2 bonus to all attack rolls.

Defender. The sidekick can use its reaction to impose disadvantage on the attack roll of a creature within 5 feet of it whose target isn’t the sidekick, provided the sidekick can see the attacker.

Second Wind

2nd-level Warrior feature

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 use it again.

The sidekick can use this feature twice between rests starting at 20th level.

Improved Critical

3rd-level Warrior feature

The sidekick’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.

Ability Score Improvement

4th-level Warrior feature

At 4th level and again at 8th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can’t increase an ability score above 20 using this feature.

Extra Attack

6th-level Warrior feature

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 15th level.

If the sidekick has the Multiattack action, it can use Extra Attack or Multiattack on a turn, not both.

Battle Readiness

7th-level Warrior feature

The sidekick has advantage on initiative rolls.

Improved Defense

10th-level Warrior feature

The sidekick’s Armor Class increases by 1.

Indomitable

11th-level Warrior feature

The sidekick can reroll a saving throw that it fails, but it must use the new roll. When it uses this feature, it can’t use the feature again until it finishes a long rest.

The sidekick can use this feature twice between long rests starting at 18th level.