Whenever the sidekick's proficiency bonus increases by 1, add 1 to the hit modifier of all the attacks in its stat block, and increase the DCs in its stat block by 1. The sidekick's proficiency bonus is determined by its level in its class, as shown in the class' table. If the sidekick drops to 0 hit points and isn't killed outright, it falls unconscious and subsequently makes death saving throws, just like a player character. It gains a minimum of 1 hit point per level. To determine the amount of the increase, roll the hit die (the type of die appears in the sidekick's stat block), and add its Constitution modifier. Whenever the sidekick gains a level, it gains one hit die, and its hit point maximum increases. It doesn't matter how much of the group's recent adventures the sidekick experienced, the sidekick levels up because of a combination of the adventures it shared with the group and its own training. Whenever a group's average level goes up, the sidekick gains a level. For example, if a 1st-level group starts out with a sidekick, that sidekick is also 1st level, but if a 10th-level group invites a sidekick to join them, that sidekick starts at 10th level. The starting level of a sidekick is the same as the average level of the group. If a sidekick class contains a choice, you may make the choice or let the players make it. When you create a sidekick, you choose the class it will have for the rest of its career: Expert, Spellcaster, or Warrior, each of which is detailed below. And when estimating the difficulty of an upcoming encounter, count each sidekick as a character. There's no limit on the number of sidekicks in a group, but having more than one per player character can noticeably slow down the game. A player plays the sidekick as their only character - ideal for a player who wants a character who's simpler than a typical player character.A player plays the sidekick as their second character - ideal when you only have one or two players.As a DM, you determine whether there is sufficient trust established for the creature to join the group. For example, a sidekick could be a childhood friend or a pet, or it might be a creature the adventurers saved. This friendship might be connected to a character's backstory, or to the events that have transpired in play. To join the adventurers, the sidekick must be the friend of at least one of them. You take that stat block and add to it, as explained in the " Gaining a Sidekick Class" section. A sidekick can be any type of creature with a stat block in the Monster Manual or another D&D book, but the challenge rating in its stat block must be 1/2 or lower.
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