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Spellcaster (Sidekick) in Dungeons & Dragons 5e

Spellcaster (Sidekick)

A sidekick who becomes a Spellcaster walks the paths of magic. The sidekick might be a hedge wizard, a priest, a soothsayer, a magical performer, or a person with magic in their veins.   To gain the Spellcaster class, a creature must have at least one language in its stat block that it can speak.   A sidekick gains the following class features as it gains levels, as summarized on the Spellcaster table.
hit dice: 1d6 per spellcaster level
hit points at 1st level: 6 + your Constitution modifier
hit points at higher levels: 1d6 (or 4) + your Constitution modifier per spellcaster level after 1st
armor proficiencies: Light Armor
weapon proficiencies: Simple weapons
tools: None
saving throws: Choose one: Wisdom, Intelligence, or Charisma.
skills: Choose two skills of your choice from the following list: Arcana, History, Insight, Investigation, Medicine, Performance, Persuasion, and Religion.
starting equipment:
Random pouch of goods (up to 100 gp)
spellcasting:
The sidekick gains the ability to cast spells. (If the creature already has the Spellcasting trait, this feature replaces that trait.) Choose the Spellcaster's role: Mage, Healer, or Prodigy. This choice determines the spell list and spellcasting ability used by the sidekick, as shown on the Spellcasting table.
RoleSpell ListAbility
MageWizardIntelligence
HealerCleric and DruidWisdom
ProdigyBard and WarlockCharisma
Spell Slots: The Spellcaster table shows how many spell slots the sidekick has to cast its Spellcaster spells of 1st level and higher. To cast one of these spells, the sidekick must expend a slot of the spell's level or higher. The sidekick regains all expended spell slots when it finishes a long rest.   Spells Known: The sidekick knows two cantrips and one 1st-level spell of your choice from its spell list.   The Cantrips Known and Spells Known columns of the Spellcaster table shows when the sidekick learns more spells of your choice. 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. For instance, when the sidekick reaches 5th level in this class, it can learn one new spell of 1st or 2nd level.   Additionally, when the sidekick gains a level in this class, you can choose one of the spells it knows from this class and replace it with another spell from its spell list. The new spell must be a cantrip or of a level for which the sidekick has spell slots.   Spellcasting Ability: The sidekick's spellcasting ability for these spells depends on the choice you made on the Spellcasting table.   The sidekick uses its spellcasting ability whenever a spell refers to that ability. In addition, it uses its spellcasting ability modifier when setting the saving throw DC for a spell it casts and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your spellcasting modifier   Spell attack modifier = your proficiency bonus + your spellcasting modifier   Spellcasting Focus: The sidekick can use a focus for its spells depending on the choice you made on the Spellcasting table. A Mage can use an arcane focus, a Priest can use a holy symbol, and a Prodigy can use an arcane focus or a musical instrument.
class features:
Spellcasting
1st-level Spellcaster feature The sidekick gains the ability to cast spells. (If the creature already has the Spellcasting trait, this feature replaces that trait.) Choose the Spellcaster's role: Mage, Healer, or Prodigy. This choice determines the spell list and spellcasting ability used by the sidekick, as shown on the Spellcasting table.
Ability Score Improvement
4th-level Spellcaster feature At 4th level and again at 8th, 12th, 16th, and 18th 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.
Potent Cantrips
6th-level Spellcaster feature The sidekick can add its spellcasting ability modifier to the damage it deals with any cantrip.
Empowered Spells
14th-level Spellcaster feature Choose one school of magic. Whenever the sidekick casts a spell of that school by expending a spell slot, the sidekick can add its spellcasting ability modifier to the spell's damage roll or healing roll, if any.
Focused Casting
20th-level Spellcaster feature Taking damage can't break the sidekick's concentration on a spell.
subclass options:
The SpellcasterSpell Slots per Spell Level
LevelProficiency BonusFeaturesCantrips KnownSpells Known1st2nd3rd4th5th
1st+2Bonus Proficiencies, Spellcasting212----
2nd+2-222----
3rd+2-233----
4th+2Ability Score Improvement333----
5th+3-3442---
6th+3Potent Cantrips3442---
7th+3-3543---
8th+3Ability Score Improvement3543---
9th+4-36432--
10th+4-46432--
11th+4-47433--
12th+4Ability Score Improvement47433--
13th+5-484331-
14th+5Empowered Spells484331-
15th+5-494332-
16th+5Ability Score Improvement494332-
17th+6-41043331
18th+6Ability Score Improvement41043331
19th+6-41143332
20th+6Focused Casting41143332

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