Sidekicks Essentials
Sidekicks Essentials
Sidekicks Essentials
DMsGuild Template
July 2019 - Added Statblock
Playing with Sidekicks. A recap of the official Page background and watercolor splashes
rules for sidekicks is accompanied by additional designed by lifeforstock / Freepik.
optional rules for sidekick loyalty, controlling the DUNGEONS & DRAGONS, D&D, Wizards of
sidekick, and level advancement. the Coast, Forgotten Realms, Ravenloft, Eberron,
Sidekick Stat Blocks. A collection of sidekick the dragon ampersand, Ravnica and all other
stat blocks and leveling tables is expanded from Wizards of the Coast product names, and their
the original Expert, Spellcaster, and Warrior to respective logos are trademarks of Wizards of the
include: Coast in the USA and other countries.
• The Archer, who strikes with precision from This work contains material that is copyright
afar. Wizards of the Coast and/or other authors. Such
• The Berseker, a crazed killing machine. material is used with permission under the
• The Criminal, an underworld expert of Community Content Agreement for Dungeon
deception and theft. Masters Guild.
• The Knight, a bastion of self-sacrifice. All other original material in this work is
• The Magician, an arcane ally. copyright 2019 by Paul Metzger and published
• The Medic, because nobody likes dying alone. under the Community Content Agreement for
• The Minstrel, whose songs hopefully prove to Dungeon Masters Guild.
be more useful than they are annoying.
Second edition. December 13, 2019
Sidekick Personalities. 11 named companions
you can match to a sidekick stat block, each with
art, personalities, ideals, bonds, and flaws. All are
formatted to be printed matching the handout
cards included in the Essentials Kit boxed set.
1 SIDEKICKS ESSENTIALS
PLAYING WITH As the sidekick adventures with the party, the
loyalty score changes when the following occurs:
SIDEKICKS ESSENTIALS 2
CONTROLLING A SIDEKICK
While the sidekick has a positive loyalty score,
SIDEKICK STAT BLOCKS
The following pages contain seven new sidekick
allow a player to control the sidekick's actions,
types as represented by a stat block and
both in and out of combat. If more than one
accompanying table for advancing the sidekick in
player wishes to control the sidekick, choose a
level.
way to share that works for your table. One
method is to roll for it before rolling initiative for WHY A STAT BLOCK?
an encounter. The end goal of sidekicks could be accomplished
Agency. Allow the player controlling the by simply running another character. That’s fine,
sidekick to roleplay them in and out of combat, and is an approach parties short of players have
but don’t allow the player to violate the sidekick’s taken for decades. The advantage of sidekick
ideals or bonds without a good reason. rules is in the clarity of who is the hero and who
is the henchman.
Initiative. If a player is controlling a sidekick,
you can have them roll initiative for the sidekick The final rules for sidekicks evolved a bit from
or allow them to choose to have the sidekick take the Unearthed Arcana that predates it, but this
their turn either before or after their PC’s turn. If earlier resource is still worth checking out:
the DM is controlling the sidekick, roll initiative https://dnd.wizards.com/articles/unearthed-
as you would for a monster or NPC. arcana/sidekicks
Award inspiration. As with any character, In this Unearthed Arcana, any CR 1 or lower
accurately roleplaying the sidekick’s personality, creature or NPC with a stat block can become a
ideals, bonds, and flaws is a great opportunity to sidekick that levels up according to certain rules.
award inspiration. The DM can choose to award Consider adapting the following sidekick types in
inspiration to the player, or specifically to the the same way. Many an adventuring party
sidekick. adopted the lovable goblin Droop in the
adventure Lost Mine of Phandelver. How great
LEVEL ADVANCEMENT would it be if it turns out that the kazoo he plays
The DM decides a sidekick's starting level. You turns Droop into a minstrel?
may wish to start the sidekick at the same level as While the power level and complexity in the
the PCs or at a lower level. A lower level sidekick Unearthed Arcana is higher than the final official
feels more like a sidekick, and is still of great help rules, you might also find useful inspiration for
simply due to action economy. taking sidekicks beyond 6th level and creating
Gaining a Level. The easiest way to level sidekick types of your own.
sidekicks is to have them gain a level when the
PCs do, even if they aren't the same level as the
CREATING SIDEKICK TYPES
Sidekick stat blocks emulate player character class
PCs. Alternatively, you can use level
types and their features but are much less
advancement based on XP. If you are awarding
powerful than a PC and advance more slowly.
XP, don’t forget to split it with the sidekicks!
When creating your own sidekick stat blocks and
Sidekicks Beyond 6th Level. By the time a level advancement tables, keep the following
sidekick reaches 6th level, they are a bit of a hero principles in mind:
in their own right! If you choose to continue
Ability Scores. A sidekick’s ability scores are
leveling the sidekick, pick features from relevant
15, 14, 13, 12, 10, 10. Like the children of Lake
classes in the Player’s Handbook but note that
Woebegon, sidekicks are all above average.
sidekicks intentionally have a weaker progression
than player characters. Spellcasting. A sidekick knows far fewer spells
and has far fewer spell slots than a PC class.
Any NPC stat block could be played as a
sidekick. For higher level characters, the NPCs in Class Features. A sidekick has fewer class
appendix B of Volo’s Guide to Monsters could be a features than a PC class, and gains abilities more
good fit. slowly.
3 SIDEKICKS ESSENTIALS
THE ARCHER ARCHERS BEYOND 1ST LEVEL
Crouching low among the brush, a female elf Level Hit Points New Features
stealthily creeps along the ridgeline above the
2nd 19 (3d8+6) Stealth Attack. When the archer
goblin encampment. She reaches a boulder in the
hits with a ranged weapon attack
shadow cast by the cavern wall and peers around, and has advantage on the attack
now just able to see the goblin chieftain below roll or the target is surprised, the
wildly dancing to ritual drumbeat. She knocks an attack does an additional 1d6
arrow into her longbow then draws back and damage.
fires, knocking a goblet of putrid wine from the 3rd 26 (4d8+8) Quick Reload. Once on each of
chieftain’s hand. Quick as a flash, she fires again, their turns when the archer makes a
this time her arrow landing in the rump of the ranged weapon attack, they can
goblin’s pack mule, which bleats loudly and takes make another attack with the same
weapon against a different creature
off running down the canyon.
that is within 5 feet of the original
The confused and enraged goblin tribe draws target.
weapons and pursues the mule in hopes of
4th 32 (5d8+10) Ability Score Improvement. The
finding their unseen attacker. This opening allows archer’s Dexterity score increases by
the archer’s companions to slip into the camp and 2, raising the modifier by 1, so
free the young farm hand the goblins had increase the archer’s Stealth bonus
kidnapped. by 1, and increase the bonus to hit
and damage of the archer’s weapon
Striking from afar with deadly precision, attacks by 1.
archers utilize stealth and surprise to turn the tide
5th 39 (6d8+12) Proficiency Bonus. The archer’s
of a battle right from the beginning.
proficiency bonus increases by 1, so
make the following changes in the
stat block: increase the bonus in the
Saving Throws and Skills entries by
ARCHER 1, and increase the bonuses to hit
1st-level Medium humanoid of the weapon attacks by 1.
Armor Class 14 (studded leather)
6th 45 (7d8+14) Extra Attack. The archer can attack
Hit Points 13 (2d8+4) twice, instead of once, whenever
Speed 30 ft. they take the attack action on their
turn.
STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 14 (+2) 10 (+0) 12 (+1) 10 (+0)
ACTIONS
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one
target. Hit: 6 (1d8+2) piercing damage.
SIDEKICKS ESSENTIALS 4
THE BERSERKER BERSERKER
While her party quietly discusses strategy, the
1st-level Medium humanoid
burly dwarf’s mind wanders. Suddenly, she snaps
Armor Class 13 (unarmored defense)
to attention, grabs her greataxe in both hands, and
Hit Points 17 (2d12+4)
charges into the gnoll lair while shouting out her
Speed 30 ft.
own name at the top of her lungs.
By the time her companions have gathered STR DEX CON INT WIS CHA
their equipment and wits and join her in the 15 (+2) 13 (+1) 14 (+2) 10 (+0) 10 (+0) 12 (+1)
shallow cave, the dwarf is already looting trinkets
from the corpses of her fallen foes.
Saving Throws Str +4, Con +4
Berserkers don’t always go about things with Skills Athletics +4, Intimidation +3, Survival +3
the most care, but they tend to get the job done. Senses passive Perception 10
BERSERKERS BEYOND 1ST LEVEL Languages Common, plus one of your choice
5 SIDEKICKS ESSENTIALS
THE CRIMINAL In mere seconds there is the telltale click, and
the door to the safe swings open. Inside is the
The thin human man smiles broadly as he
largest black sapphire the man has ever seen.
confidently presents his invitation to the
doorman. Between his foppish garb, carefully He stows the gem and his tools in an inner
crafted wax ear tips and expertly applied pocket of his suit and returns to the party. After
makeup, he looks every bit a drow elf as every picking up some promising rumors over a fine
other guest. cigar and a snifter of brandy, he dissapears out a
back entrance into the night.
Upon examining the watermark, the doorman
returns the man’s invitation and welcomes him to It turns out crime pays handsomely.
Jarlaxle’s home. The forgery was a complete
success.
After mingling for a bit and enjoying some
sparkling wine and fresh oysters, the criminal CRIMINAL
finds an opportunity to slip away unnoticed into 1st-level Medium humanoid
a back hallway. He locates a wall safe hidden Armor Class 14 (studded leather)
exactly where his source promised — behind a Hit Points 11 (2d8+2)
portrait of beautiful blue eyed human woman Speed 30 ft.
with auburn hair.
STR DEX CON INT WIS CHA
CRIMINALS BEYOND 1ST LEVEL
10 (+0) 15 (+2) 12 (+1) 13 (+1) 10 (+0) 14 (+2)
Level Hit Points New Features
2nd 16 (3d8+3) Fast Hands. The criminal can use a Saving Throws Dex. +4, Int. +3
bonus action to make a Dexterity Skills Acrobatics +4, Deception +4, Intimidation +4,
(Sleight of Hand) check, use thieves’ Sleight of Hand +4, Stealth +4,
tools to disarm a trap or open a
Senses passive Perception 10
lock, or take the Use an Object
action. Languages Common, plus one of your choice
by 2, raising the modifier by 1, so Criminal Contact. The criminal has a reliable and trustworthy
increase the criminal’s Acrobatics, contact who acts as their liaison to a network of other criminals. The
Sleight of Hand, and Stealth criminal knows how to get messages to and from their contact, even
bonuses by 1, and increase the over great distances.
bonus to hit and damage of the Tools. The criminal has a disguise kit, forgery kit, gaming set,
criminal’s weapon attacks by 1. poisoners kit, and thieves tools
SIDEKICKS ESSENTIALS 6
THE KNIGHT KNIGHTS BEYOND 1ST LEVEL
As the ogre lunges at the young halfling she Level Hit Points New Features
was sworn to protect, the gold scaled dragonborn 2nd 23 (3d10+6) Lay on Hands. The knight can use
shoves the girl out of the way, taking the full an action to restore a number of hit
brunt of the giant’s swinging club. points equal to 5 x their level. Once
they do so they may not use this
Realizing that the two are no match for the feature again until they finish a long
raiding party they have stumbled upon, the rest.
knight clutches her holy symbol while making a
3rd 30 (4d10+8) Rebuke Evil. The knight can use an
silent prayer to Helm. Then she erupts in a roar action to frighten evil-aligned
more fierce sounding than that of a true dragon. creatures. Each evil creature within
The confused ogres flee, hoping to find easier 30 feet must succeed on a DC 11
prey. saving throw or be frightened for 1
minute or until it takes damage.
The halfling looks up at her protector with While frightened a creature must
wide-eyed admiration. The knight nods back spend its turn trying to move as far
respectfully, the satisfaction of her duty its own away from the knight as it can.
reward. Once the knight uses this feature
they cannot do so again until they
finish a long rest
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
6th 53 (7d10+14) Extra Attack. The knight can attack
Hit: 6 (1d8 +2) slashing damage. twice, instead of once, whenever
they take the attack action on their
REACTIONS turn.
Noble Sacrifice. When a creature the knight can see targets an ally
within 5 feet of them with an attack, the knight can swap places with
the ally and become the target of the attack instead.
7 SIDEKICKS ESSENTIALS
THE MAGICIAN MAGICIANS BEYOND 1ST LEVEL
As a child, while his brothers and sisters labored Level Hit Points New Features
meticulously over serious inventions, this gnome
2nd 14 (3d6+3) Spellcasting. The magician gains
put his considerable tinkering talents toward a
one 1st-level spell slot. The
single purpose: tricks. magician also learns another 1st-
He crafted a flower pot that seemed to instantly level spell: thunderwave.
bloom a daisy; a hat that could produce a rabbit; 3rd 18 (4d6+4) Ritual Casting. The magician learns
gloves that concealed coins to be pulled from the following first level spells and
behind ears. He received quite the whipping after gains the ability to cast them as
convincing his terrified siblings that he had rituals: comprehend languages,
detect magic, and identify.
successfully sawed their youngest sister in half.
4th 23 (5d6+5) Ability Score Improvement. The
When a real wizard who could tap the magic of
magician’s Intelligence score
the weave came through town, stowing away on increases by 2, raising the modifier
her carriage was the only logical course of action. by 1, so increase the magician’s
The hard apprenticeship that followed led to a life Intelligence Saving throw bonus,
of adventuring. Arcana bonus, spell save DC, and
bonus to hit of spell attacks by 1.
This flashback, which took place in the space of
the half-orc raider’s single knockout blow, Spellcasting. The magician learns
concluded with a strange thought: he had turned another cantrip: minor illusion
out a bit like his stalwart older brother’s worst 5th 27 (6d6+6) Proficiency Bonus. The magician’s
invention: a glass cannon. proficiency bonus increases by 1, so
make the following changes in the
stat block: increase the bonus in the
MAGICIAN Saving Throws and Skills entries by
1. Increase the bonuses to hit of the
1st-level Medium humanoid
weapon and spell attacks by 1, and
Armor Class 11 (unarmored) increase the spell save DC by 1.
Hit Points 9 (2d6+2)
Speed 30 ft. Spellcasting. The magician gains
one 1st-level spell slot and two
2nd-level spell slots. The magician
STR DEX CON INT WIS CHA also learns two 2nd-level spells:
10 (+0) 13 (+1) 12 (+1) 15 (+2) 14 (+2) 10 (+0) thunderstep and scorching ray.
ACTIONS
Quarterstaff. Melee Attack: +2 to hit, reach 5 ft., one target.
Hit: 3 (1d6) bludgeoning damage.
SIDEKICKS ESSENTIALS 8
THE MEDIC MEDICS BEYOND 1ST LEVEL
The battle raging all around them, the seasoned Level Hit Points New Features
human steadies their resolve. They see a brave
2nd 14 (3d6+3) Spellcasting. The medic gains one
knight stuck down by two bugbears, who
1st-level spell slot. The medic also
continue advancing as they see the knight fall learns another 1st-level spell:
unconscious. goodberry.
The shout of a word of prayer to Ilmater rings 3rd 18 (4d6+4) Potioncraft. The medic can take
out, and suddenly the knight rises to her feet. one full day of uninterrupted work
Swinging her greatsword with precision, she and 25gp worth of ingredients to
cleaves through the backs of the bugbears who create one potion of healing.
had left her for dead. Then the knight looks at the 4th 23 (5d6+5) Ability Score Improvement. The
human who revived her and winks. They smile medic’s Wisdom. score increases by
gently back. 2, raising the modifier by 1, so
increase the medic’s Wisdom
When the battle is over, the medic tends to the Saving Throw bonus, Skill bonuses,
injured, soothing souls as well as wounds. As the spell save DC, and bonus to hit of
army resumes its patrols, they turn their energy to spell attacks by 1.
concocting the elixirs that will revive the soldiers
out of their reach.
5th 27 (6d6+6) Proficiency Bonus. The medic’s
The medic knows that while the battle may
proficiency bonus increases by 1, so
have been won, the war is far from over. It is their make the following changes in the
solemn vow that it takes as few lives as the gods stat block: increase the bonus in the
will allow. Saving Throws and Skills entries by
1. Increase the bonuses to hit of the
weapon and spell attacks by 1, and
increase the spell save DC by 1.
MEDIC
1st-level Medium humanoid Spellcasting. The medic gains one
1st-level spell slot and two 2nd-
Armor Class 16 (chain shirt, shield) level spell slots. The medic also
Hit Points 13 (2d8+4) learns two 2nd-level spells: lesser
Speed 30 ft. restoration and prayer of healing.
Cantrips (at will): spare the dying, thaumaturgy, toll the dead
1st level (2 slots): healing word
ACTIONS
Mace. Melee Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 +1) bludgeoning damage.
9 SIDEKICKS ESSENTIALS
THE MINSTREL
A throng gathers as a flamboyantly dressed At the end of the evening, after the grateful
young halfling begins tuning his lute. His villagers have bought round after round of ale on
traveling companions look on, often with shades the account of her heroics, the self-conscious
of embarrassment, as the lad proceeds to recount leader of the minstrel’s adventuring party isn’t
their trials and tribulations in magical song. even that mad any more that the minstrel sang a
verse describing how she had slipped in the mud
The crowd is enthralled as they hear the tale of
and sliced her leg on her own handaxe.
how the adventurers vanquished the troll that
had been terrorizing their village. The musician
isn’t shy about embellishing the role his magical
songs had in confounding the brute.
STR DEX CON INT WIS CHA 3rd 26 (4d8+8) Distracting Chords. The minstrel
10 (+0) 14 (+2) 10 (+0) 13 (+1) 12 (+1) 15 (+2) may use their Inspiring Song
reaction to instead subtract 1d6
from the ability check, attack roll, or
Saving Throws Dex +4, Cha +4 saving throw from an enemy within
Skills History +3, Performance +4, Persuasion +4 60 feet who can hear them.
Senses passive Perception 11
4th 32 (5d8+10) Ability Score Improvement. The
Languages Common, plus one of your choice minstrel’s Charisma score increases
by 2, raising the modifier by 1, so
By Popular Demand. Among friendly humanoids, a minstrel can increase the minstrel’s Charisma
always find a place to perform songs of their companions’ Saving Throw, Performance and
triumphs and misfortunes, earning their party free lodging and Persuasion bonuses by 1, and
food of a modest standard. increase the bonus to hit and
damage of the weapon attacks by
ACTIONS 1. The DC for the Wisdom save of
the minstrel’s Satirical Song increaes
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120
ft., one target. Hit: 5 (1d6+2) piercing damage. to 13. The minstrel now has three
uses of the Inspiring Song or
Rapier. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 6
Distracting Chords reaction.
(1d8+2) piercing damage.
Satirical Song. A creature within 60 feet must succeed on on a DC 5th 39 (6d8+12) Proficiency Bonus. The minstrel's
12 Wisdom saving throw or take 1d4 psychic damage and have proficiency bonus increases by 1, so
disadvantage on the next attack roll it takes before the end of its make the following changes in the
next turn. stat block: increase the bonus in the
Saving Throws and Skills entries by
REACTIONS 1. Increase the bonuses to hit of the
weapon attacks by 1. The DC for
Inspiring Song. When an ally within 60 feet of the minstrel who
can hear them makes an ability check, attack roll, or saving throw, the Wisdom save of the minstrel’s
the minstrel adds 1d6 to the roll. This ability may only be used Satirical Song increases to 14.
twice between each long rest.
6th 45 (7d8+14) Potent Satire. The damage from
the minstrel’s Satirical Song
increases to 2d4.
SIDEKICKS ESSENTIALS 10
SIDEKICK
PERSONALITIES
The following pages contain eleven more
individuals for you to turn into sidekicks. While
the characters in the Essentials Kit are tied to a
specific stat block, these characters are free to be
matched to any sidekick stat block.
Although the art might make suggestions,
these individuals do not have a presumed race or
gender.
SIDEKICK CARDS
These sidekicks are formatted to print the same
size as the cards included in the Essentials Kit.
Permission is granted to photocopy or digitally
remix for personal use to best suit the game at
your table.
CREATING NEW
PERSONALITIES SHAVA CORNROSE
The variety of sidekicks is only limited by your
imagination. Choose a sidekick statblock and Shava’s strict upbringing is evident in
race. Give the sidekick a quick description (or a what is expected of the behavior of
others.
detailed backstory!) and assign personality, ideals,
bonds, and flaws. Personality. “You had best mind
your manners, or I’ll mind them for
The personality, ideals bonds, and flaws can be you.”
of your own creation, or you can choose from or Ideal. “Respect is a given, not
roll on the tables in the Personality and Background earned. Until you do something to
section of the Player’s Handbook. unearn it.”
11 SIDEKICKS ESSENTIALS
LAMLIS HIGHTONE TIAHO IOSUA
Lamlis always has a tame joke ready, The scar near Iosua’s eyepatch isn’t
and it won’t be the first time you've the biggest one, just the most visible
heard it. one.
Personality. “Did I ever tell you Personality. “It’s hard to make new
about that time I've told you about friends after seeing so many old ones
dozens of times before?” meet violent ends.”
Ideal. “You’re kind enough to let Ideal. “I’ve been given enough
me be me, the least I can do is let you orders in my life to know better than
be you.” to follow all of them.”
Bond. “You protect the people Bond. “My honor is the one thing I
you're with. Everyone knows that.” know can never be taken from me.”
Flaw. “I’ll give you the shirt off my Flaw. “After all I’ve seen I’ve
back, even though I know you don’t become skittish and too eager to slice
deserve it.” first and ask questions later.”
• SIDEKICK • • SIDEKICK •
SIDEKICKS ESSENTIALS 12
BRUNO ESTES MORLAN FLARE
• SIDEKICK • • SIDEKICK •
13 SIDEKICKS ESSENTIALS
NILPAT RUKHARZ THE SHIELD
Nilpat loves the forest, hates the city, Sheldon was a knight’s shield bearing
and isn't shy telling you about it. squire. Sheldon became “Sheld”,
Personality. “Come now friend, it which became Shield, and the name
surely isn’t any worse than yesterday.” stuck. The “The" makes it sound
classier.
Ideal. “If we stick our nose in the
skunk’s den we ought be prepared for Personality. “That’s awesome!”
its spray.” Ideal. “The gods know best, and I
Bond. “Someday I’ll have to face act in their will. So whatever I’m
what I ran from. Someday.” doing is what they want!”
Flaw. “Oh my! The titillating Bond. “I owe my life to the order
pleasures the city presents are simply that took me in.”
irresistible, aren't they?” Flaw. “Taken advantage of? What?
You worry too much. No, these good
folks know best and just need us to do
our part to help.”
• SIDEKICK • • SIDEKICK •
SIDEKICKS ESSENTIALS 14
LAMLIS HIGHTONE ADRIE YAELDRIN
Lamis always wears a frown is and Adrie loves the thrill of the hunt
quick to tell you why you should too. almost as much as the delicious stews
that come from its spoils.
Personality. “Smile more? Why
would I? Thanks not how I feel.” Personality. “That’s nothing, you
should have seen the one that got
Ideal. “At least people generally get
away!”
what they have coming to them.”
Ideal. “Only when you get back out
Bond. “…I’ll make sure of it.”
among the beasts does it become
Flaw. “All these happy looking apparent how much more civilized
people. Sometimes I wonder what it’s their world is than the world of men.”
like to be so stupid.”
Bond. “I’d love to see your trophies,
but can’t stomach one you didn't
win.”
Flaw. “The strong survive, the
weak perish.”
• SIDEKICK • • SIDEKICK •
15 SIDEKICKS ESSENTIALS
ORSIK SILVERAXE BROTTOR DANKIL
The hair that used to be on Orskik’s Brottor might be the toughest old
head has migrated elsewhere. Doff codger you’ll ever meet, and definitely
armor together lest you doubt it. the most kindly .
Personality. “I always tell the truth, Personality. “Aw, you remind me
but no harm in making it more of me children when they was yer
interesting.” age.”
Ideal. “We each put in our best, so Ideal. “You gotta let ‘em live in
each share should be the same.” order to 'em to learn.”
Bond. “The crew you’re with brings Bond. “The only true way to help
the ship home to port.” the young folk is ta lead by example. I
had my years ta figure things out.”
Flaw. “What's the harm in sharing
a nip? It’s just a wee wager. The lass Flaw. “Spare the rod and spoil the
here seem plenty clean. A little leaf child! They’re only young once after
never hurt the halfling.” all.”
• SIDEKICK • • SIDEKICK •
SIDEKICKS ESSENTIALS 16
APPENDIX A: MONSTER SIDEKICKS
CREATING A NEW
DROOP’S MONSTER
MONSTER SIDEKICK MANUAL OF SIDEKICKS
Any monster your adventuring party encounters The following four example monster sidekicks are
has the potential become a sidekick if the taken from Droop’s Monster Manual of Sidekicks,
situation warrants. You can create new monster a collection of over fifty monsters turned into
sidekicks by following these general guidelines. playable sidekicks, available on DMsGuild.
Level. A sidekick should not overshadow
player characters of the same level. In general, a
monster can be turned into a sidekick matching a
general tier of play based on its challenge rating.
SIDEKICK LEVEL RANGE BY CHALLENGE RATING
<2 Levels 1 – 4
2–4 Levels 5 – 10
5–6 Levels 11 – 16
7+ Levels 17 – 20
17 SIDEKICKS ESSENTIALS
DROOP GOBLIN SIDEKICK
1st-level Small humanoid (goblinoid)
Droop was the runt of the litter, and it followed Armor Class 14 (shield)
him his entire life. Hit Points 7 (2d6)
Personality. “That’s cool. You’re cool. What do Speed 30 ft.
you want me to do? Cool.” Proficiency Bonus +2
Ideal. “If I try hard enough, I’m bound to fit
in.” STR DEX CON INT WIS CHA
Bond. “Once I find a crew that accepts me, I’ll 8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1)
do whatever it takes to stay in their good graces.”
Flaw. “Do you have a new best friend yet? I’ve Skills Stealth +6
been looking for someone to push me around.” Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
SIDEKICKS ESSENTIALS 18
BULLYWUG SIDEKICK
TORBIT
Torbit made some bad life choices and had to rethink his once-unshakable devotion to his master. Now
he's looking for a way to regain his former position within his tribe and is willing to do whatever it takes
to get there.
Personality. “If it's worth having, it's worth killing for.”
Ideal. “It’s a frog-eat-frog world. And that’s exactly what I intend to do.”
Bond. “I'll work with anyone...as long as it's to my advantage to do so.”
Flaw. “I have many flaws; compulsive honesty is not among them.”
STR DEX CON INT WIS CHA Produce Toxin. The bullywug can
12 (+1) 12 (+1) 13 (+1) 7 (-2) 10 (+0) 7 (-2) secrete enough toxin once per day
to coat a weapon. A creature hit
Skills Stealth +1 with such a poisoned weapon must
succeed on a DC 13 Constitution
Senses darkvision 30 ft., passive Perception 10
save or be poisoned for 1 hour.
Languages Common, Bullywug
5th 29 (6d8+2) Proficiency Bonus. The bullywug’s
proficiency bonus increases to +3.
Amphibious. The bullywug can breathe air and water.
Speak with Frogs and Toads. The bullywug can communicate Amphibian Intimidation. Once per
simple concepts to frogs and toads when it speaks in Bullywug. long or short rest, the bullywug can
Standing Leap. The bullywug’s long jump is up to 20 feet and its compel up to 20 Tiny or Small
high jump is up to 10 feet, with or without a running start. amphibians to make a DC 15
Charisma check or obey its
commands.
ACTIONS
6th 33 (7d8+2) Swamp Gas. The bullywug can
Multiattack. The bullywug makes two melee attacks: one with its produce a 10 ft. radius cloud of
bite and one with its shortsword.
fetid gas that smells like a stagnant
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 swamp. Each creature that begins
(1d4+1) bludgeoning damage. its turn within the cloud must
Shortsword. Melee Attack: +1 to hit, reach 5 ft., one target. Hit: 4 succeed on a DC 14 Constitution
(1d6+1) piercing damage saving throw or be poisoned until
the start of its next turn.
19 SIDEKICKS ESSENTIALS
HARPY SIDEKICKS BEYOND 6TH LEVEL HARPY SIDEKICK
Level Hit Points New Features
SICORD
7th 41
Expertise. The harpy’s proficiency Sicord has grown bored, sitting on cliffs, year
(8d8+10) bonus is doubled for Charisma after year, singing her songs to lure the unwary to
(Performance) checks.
her dinner table...as the main course.
8th 49
Song of Second Chances (1/day). Personality. “There must be more to life than
(9d8+13) As a reaction, the harpy can choose
this. I need to get out more.”
to make a creature reroll one attack
roll, ability check, or saving throw Ideal. “I chatted with a bard once, before I ate
that it dislikes. The second roll must him. He was interesting. I think I want to learn to
be used. do something besides just charm people. ”
Bond. “Is it shiny? I must have it!”
9th 56
Proficiency Bonus. The harpy’s
(10d8+16) proficiency bonus increases to +4. Flaw. “I’ll never tell my sister harpies, but
sometimes I just want a salad.”
10th 64
Ability Score Improvement. The
(11d8+19) harpy’s Dexterity score increases to
15 (+2). HARPY SIDEKICK
6th level Medium monstrosity
Song of Repose (1/day). The harpy
Armor Class 11
can sing a soothing song to help
revitalize its wounded allies during Hit Points 38 (7d8+7)
a short rest. If any friendly creatures Speed 20 ft., fly 40 ft.
who can hear its song regain hit Proficiency Bonus +3
points at the end of the short rest
by spending one or more Hit Dice,
STR DEX CON INT WIS CHA
each of those creatures regains an
extra 2d8 hit points. 12 (+1) 13 (+1) 12 (+1) 7 (-2) 10 (+0) 13 (+1)
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
3 (1d4+1) bludgeoning damage.
SIDEKICKS ESSENTIALS 20
REDCAP SIDEKICK
REDCAP SIDEKICK
3rd-level Small fey M’DURHOEBO
Armor Class 13 (natural armor) This charming fellow was born out of your own
Hit Points 30 (4d6 +16) bloodlust. I guess you should feel grateful it
Speed 25 ft. views you as a role model rather than a potential
Proficiency Bonus +2 victim?
Personality. “Enough yapping, roll initiative!”
STR DEX CON INT WIS CHA Ideal. “Death comes for us all. I’m death.
16 (+3) 13 (+1) 18 (+4) 10 (+0) 12 (+1) 9 (-1) I showed up early.”
Bond. “I exist only by spilling fresh blood, and
Skills Athletics +6, Perception +3 I’ve grown rather fond of existing.”
Senses darkvision, 60 ft., passive Perception 13 Flaw. “It feels soooo good to get out of these
Languages Common, Sylvan iron boots after a hard days’ murdering. But no
one must ever find out how ticklish my feet are.”
21 SIDEKICKS ESSENTIALS