Spellcaster | Class Features | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Spellcaster


Hit Points

Hit Dice: d6 per Spellcaster level
Hit Points at first Level: 6 + your Constitution Modifier
Hit Points at Higher Levels: 4 + your Constitution modifier per Spellcaster level after 1st

Proficiences

Armor: Light Armour
Weapons: Simple Weapons
Tools:
Saving Throws: Proficiency in either Wisdom, Intelligence, or Charisma
Skills: Two skills of your choice from the following list: Arcana, History, Insight, Investigation, Medicine, Performance, Persuasion, and Religion.

Overview & Creation

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 in this class, as summarized on the Spellcaster table.  


Class Features

Spellcasting

At 1st level, 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 (Intelligence), Healer (Wisdom), or Prodigy (Charisma). This choice determines the spell list and spellcasting ability used by the sidekick, as shown on the Spellcasting table.   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. Here are recommendations for a 1st-level spellcaster of each role:
  • Mage: Mage Hand, Ray of Frost, Thunderwave
  • Healer: Cure Wounds, Guidance, Sacred Flame
  • Prodigy: Eldritch Blast, Healing Word, Light
  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 + sidekick's proficiency bonus + spellcasting ability modifier   Spell attack modifier = sidekick's proficiency bonus+ spellcasting ability 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.  

Ability Score Improvement or Feat

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. Alternatively you can take a Feat from the Feats List.  

Potent Cantrips

Beginning at 6th level, the sidekick can add its spellcasting ability modifier to the damage it deals with any cantrip.  

Empowered Spells

Starting at 14th level, 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

At 20th level, taking damage can't break the sidekick's concentration on a spell.


Created by

Falme.

Statblock Type

Class Features

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