Each of the spells in the Spells Known column must be of a level for which the sidekick has spell slots, as shown on the table. The Cantrips Known and Spells Known columns of the Spellcaster table shows when the sidekick learns more spells of your choice. The sidekick knows two cantrips and one 1st-level spell of your choice from its spell list. The sidekick regains all expended spell slots when it finishes a long rest. To cast one of these spells, the sidekick must expend a slot of the spell's level or higher. The Spellcaster table shows how many spell slots the sidekick has to cast its Spellcaster spells of 1st level and higher. This choice determines the spell list and spellcasting ability used by the sidekick, as shown on the Spellcasting table. (If the creature already has the Spellcasting trait, this feature replaces that trait.) Choose the Spellcaster's role: Mage, Healer, or Prodigy. The sidekick gains the ability to cast spells. The sidekick gains proficiency with light armor, and if it is a humanoid or has a simple or martial weapon in its stat block, it also gains proficiency with all simple weapons. In addition, the sidekick gains proficiency in two skills of your choice from the following list: Arcana, History, Insight, Investigation, Medicine, Performance, Persuasion, and Religion. The sidekick gains proficiency in one saving throw of your choice: Wisdom, Intelligence, or Charisma. To gain the Spellcaster class, a creature must have at least one language in its stat block that it can speak.Ī sidekick gains the following class features as it gains levels, as summarized on the Spellcaster table. The sidekick might be a hedge wizard, a priest, a soothsayer, a magical performer, or a person with magic in their veins. A sidekick who becomes a Spellcaster walks the paths of magic.
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