This section provides a straightforward way to add a special NPC—called a sidekick—to the group of adventurers. These rules take a creature with a low challenge rating and give it levels in a sidekick class, such as the Spherecaster or Veteran.
The Leadership Sphere & Sidekicks
Sidekicks created or gained through the Leadership sphere from Spheres of Might have different rules regarding the level of their sidekicks. As such, sidekicks that are acquired through that sphere should utilize those rules in regards to sidekick level, not the rules presented here. In all other aspects, sidekicks are generally the same whether they use a sidekick class published here or in another book.
Creating A Sidekick
A sidekick can be any type of creature with a stat block, but the challenge rating in its stat block must be 1/2 or lower. Some sidekick classes may have additional prerequisites. You take that stat block and add to it, as explained in the “Advancing A Sidekick” section.
To join the adventurers, the sidekick must be the friend of at least one of them. This friendship might be connected to a character’s backstory or to events that have transpired in play. For example, a sidekick could be a childhood friend or pet, or it might be a creature the adventurers saved. The GM determines whether there is sufficient trust established for the creature to join the group. The GM decides who plays the sidekick. Here are some options:
- A player plays the sidekick as their second character—ideal when you have only one or two players.
- 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.
- The players jointly play the sidekick.
- The GM plays the sidekick.
Advancing A Sidekick
When you create a sidekick, you choose the class it will have for the rest of its career: while other sidekick classes exist, Spheres of Power provides the Spherecaster, which is detailed below. If a sidekick class contains a choice, the GM either makes the choice or let the players make it.
Starting Level
The starting level of a sidekick is the same as the average level of the group. 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.
Leveling Up A Sidekick
Whenever a group’s average level goes up, the sidekick gains a level. 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.
Hit Points
Whenever the sidekick gains a level, it gains one Hit Die, and its hit point maximum increases. 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. It gains a minimum of 1 hit point per level. 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.
Proficiency Bonus
The sidekick’s proficiency bonus is determined by its level in its class, as shown in the class’s table. Whenever the sidekick’s proficiency bonus increases by 1, add 1 to the to-hit modifier of all the attacks in its stat block, and increase the DCs in its stat block by 1.
Ability Score Increases
Whenever the sidekick gains the Ability Score Improvement feature, adjust anything in its stat block that relies on an ability modifier that you increase. For example, if the sidekick has an attack that uses its Strength modifier, increase the attack’s modifiers to hit and damage if the Strength modifier increases. If it’s unclear whether a melee attack in the stat block uses Strength or Dexterity, the attack can use either.
Explorer
The Explorer is a fearless, mobile, and vigorous individual. It might be a ranger, a scout, a traveler, or a vagabond. To gain the Explorer 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 Explorer table.
Table: Explorer
Level | Proficiency Bonus | Features | Martial Talents |
---|---|---|---|
1 | +2 | Bonus Proficiencies, Martial Tradition, Martial Training | 0 |
2 | +2 | — | 1 |
3 | +2 | Fast Movement | 1 |
4 | +2 | Ability Score Improvement | 2 |
5 | +3 | — | 2 |
6 | +3 | Extra Attack | 3 |
7 | +3 | Fast Movement | 3 |
8 | +3 | Ability Score Improvement | 4 |
9 | +4 | — | 4 |
10 | +4 | Tireless | 5 |
11 | +4 | Fast Movement | 5 |
12 | +4 | Ability Score Improvement | 6 |
13 | +5 | — | 6 |
14 | +5 | — | 7 |
15 | +5 | Pass Without Trace | 7 |
16 | +5 | Ability Score Improvement | 8 |
17 | +6 | — | 8 |
18 | +6 | Toned Body | 9 |
19 | +6 | Ability Score Improvement | 9 |
20 | +6 | — | 10 |
Bonus Proficiencies
1st-level Explorer feature
The sidekick gains proficiency in one saving throw of your choice: Dexterity, Intelligence, or Charisma. In addition, the sidekick gains proficiency in Athletics, Perception, Survival, and one additional skill and language of your choice.
Martial Tradition
1st-level Explorer feature
The sidekick gains a martial tradition of your choice, provided it has Charisma or Intelligence as its key ability modifier.
Martial Training
1st-level Explorer feature
The sidekick gains a martial talent at every even level, according to Table: Explorer.
Fast Movement
3rd-level Explorer feature
The sidekick’s movement speed increases by 10 feet while wearing light armor or no armor. The explorer’s movement speed increases by 5 feet while wearing medium or heavy armor. The movement speed increases again at 7th level (20 ft. in light or no armor; 10 ft. in medium or heavy armor) and 11th level (30 ft. in light or no armor; 15 ft. in medium or heavy armor).
Ability Score Improvement
4th-level Explorer feature
At 4th level and again at 8th, 12th, 16th, and 19th 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.
Extra Attack
6th-level Explorer feature
The sidekick can attack twice, instead of once, whenever it takes the Attack action on its turn. If the sidekick has the Multiattack action, it can use Extra Attack or Multiattack on a turn, not both.
Tireless
10th-level Explorer feature
As an action, the sidekick can give themselves a number of temporary hit points equal to 1d8 + their key ability modifier (minimum of 1 temporary hit point). They can use this action a number of times equal to their proficiency bonus, and they regain all expended uses when they finish a long rest. In addition, whenever the sidekick finishes a short rest, their exhaustion level, if any, is decreased by 1.
Pass Without Trace
15th-level Explorer feature
The sidekick can’t become lost or tracked except by magical means. In addition, after a long rest, the sidekick can designate up to a number of its allies it can see equal to its proficiency bonus to gain a +10 bonus on Dexterity (Stealth) checks; these bonuses do not stack with those granted by the pass without trace spell or similar effects. Creatures that receive this bonus can’t be tracked except by magical means.
These bonuses last for 24 hours or until the sidekick takes another long rest, whichever comes first.
Toned Body
18th-level Explorer feature
The sidekick gains proficiency in one of the following saving throws of your choice: Strength, Dexterity, or Constitution.
Spherecaster
The Spherecaster is as diverse an individual as their casting tradition. They could be a mage, a priest, or a spellsword. To gain the Spherecaster 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 Spherecaster table.
Table: Spherecaster
Level | Proficiency Bonus | Features | Spell Points | Magic Talents |
---|---|---|---|---|
1 | +2 | Bonus Proficiencies, Spherecasting | 0 | 1 |
2 | +2 | — | 1 | 1 |
3 | +2 | — | 1 | 2 |
4 | +2 | Ability Score Improvement | 2 | 2 |
5 | +3 | — | 2 | 3 |
6 | +3 | Spherecaster Recovery (1 use) | 3 | 3 |
7 | +3 | — | 3 | 4 |
8 | +3 | Ability Score Improvement | 4 | 4 |
9 | +4 | — | 4 | 5 |
10 | +4 | — | 5 | 5 |
11 | +4 | — | 5 | 6 |
12 | +4 | Ability Score Improvement | 6 | 6 |
13 | +5 | — | 6 | 7 |
14 | +5 | Spherecaster Recovery (2 uses) | 7 | 7 |
15 | +5 | — | 7 | 8 |
16 | +5 | Ability Score Improvement | 8 | 8 |
17 | +6 | — | 8 | 9 |
18 | +6 | — | 9 | 9 |
19 | +6 | Ability Score Improvement | 9 | 10 |
20 | +6 | Focused Casting | 10 | 10 |
Bonus Proficiencies
1st-level Spherecaster feature
The sidekick gains proficiency in one saving throw of your choice: Intelligence, Wisdom, or Charisma. In addition, the sidekick gains proficiency in two skills of your choice from the following list: Arcana, History, Insight, Medicine, Nature, Performance, Persuasion, and Religion.
Spherecasting
1st-level Spherecaster feature
The sidekick can combine spheres and talents to create magical effects. They gain a spell pool, magic talents, and a casting tradition.
Spell Pool
The sidekick gains a small reservoir of energy they can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to their key ability modifier (minimum: 1). The spherecaster gains additional spell points equal to half their spherecaster level (rounded down). This pool replenishes once per day after a long rest. (Note: Sidekicks generally never multiclass, but if multiclassing, spell points from their key ability modifier are only gained once.)
Magic Talents
The sidekick gains 1 magic talent every odd spherecaster level they gain (1, 3, 5, etc.), according to Table: Spherecaster.
Casting Tradition
If the sidekick does not already have a casting tradition, they gain one at 1st level. A sidekick’s casting tradition determines their key ability modifier. The sidekick also uses their key ability modifier for spherecaster class abilities.
Ability Score Improvement
4th-level Spherecaster feature
At 4th level and again at 8th, 12th, 16th, and 19th 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.
Spherecaster Recovery
6th-level Spherecaster feature
When a sidekick finishes a short rest, they regain a number of spell points equal to their proficiency bonus. When it uses this feature, it can’t use the feature again until it finishes a long rest. The sidekick can use this feature twice between long rests starting at 14th level.
Focused Casting
20th-level Spherecaster feature
Taking damage can’t break the sidekick’s concentration on a magic sphere effect or spell.
Student
The Student is an intelligent or wise individual who seeks to expand their knowledge. It might be a monk, a priest, or a sage. To gain the Student 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 Student table.
Table: Student
Level | Proficiency Bonus | Features | Martial Talents |
---|---|---|---|
1 | +2 | Bonus Proficiencies, Martial Tradition, Martial Training | 0 |
2 | +2 | — | 1 |
3 | +2 | Jack Of All Trades | 1 |
4 | +2 | Ability Score Improvement | 2 |
5 | +3 | — | 2 |
6 | +3 | Extra Attack | 3 |
7 | +3 | Evasion | 3 |
8 | +3 | Ability Score Improvement | 4 |
9 | +4 | — | 4 |
10 | +4 | — | 5 |
11 | +4 | Expertise | 5 |
12 | +4 | Ability Score Improvement | 6 |
13 | +5 | — | 6 |
14 | +5 | — | 7 |
15 | +5 | Reliable Talent | 7 |
16 | +5 | Ability Score Improvement | 8 |
17 | +6 | — | 8 |
18 | +6 | Sharp Mind | 9 |
19 | +6 | Ability Score Improvement | 9 |
20 | +6 | — | 10 |
Bonus Proficiencies
1st-level Student feature
The sidekick gains proficiency in one saving throw of your choice: Intelligence, Wisdom, or Charisma. In addition, the sidekick gains proficiency in History, Investigation, and one additional skill and language of your choice.
Martial Tradition
1st-level Student feature
The sidekick gains a martial tradition of your choice, provided it has Intelligence or Wisdom as its key ability modifier.
Martial Training
1st-level Student feature
The sidekick gains a martial talent at every even level, according to Table: Student.
Jack Of All Trades
3rd-level Student feature
The sidekick adds half their proficiency bonus, rounded down, to any ability check they make that doesn’t already include their proficiency bonus.
Ability Score Improvement
4th-level Student feature
At 4th level and again at 8th, 12th, 16th, and 19th 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.
Extra Attack
6th-level Student feature
The sidekick can attack twice, instead of once, whenever it takes the Attack action on its turn. If the sidekick has the Multiattack action, it can use Extra Attack or Multiattack on a turn, not both.
Evasion
7th-level Student feature
Because of extraordinary good luck, the sidekick is skilled at avoiding danger. When the sidekick is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it takes no damage if it succeeds on the saving throw and only half damage if it failed. The sidekick doesn’t benefit from this feature while incapacitated.
Expertise
11th-level Student feature
Choose two of the sidekick’s skill proficiencies. The sidekick’s proficiency bonus is doubled for any ability check it makes that uses any of the chosen proficiencies.
Reliable Talent
15th-level Student feature
The sidekick has refined its skills to an exceptional degree. Whenever the sidekick makes an ability check that includes its whole proficiency bonus, it can treat a d20 roll of 9 or lower as a 10.
Sharp Mind
18th-level Student feature
The sidekick gains proficiency in one of the following saving throws of your choice: Intelligence, Wisdom, or Charisma.
Veteran
The Veteran is an individual who has some experience when it comes to combat. It might be a bodyguard, a militiaman, or a soldier. Unlike the other two sidekick classes presented, a creature does not have a language requirement to gain the Veteran class. A sidekick gains the following class features as it gains levels, as summarized on the Veteran table.
Table: Veteran
Level | Proficiency Bonus | Features | Martial Talents |
---|---|---|---|
1 | +2 | Bonus Proficiencies, Martial Tradition, Martial Training | 0 |
2 | +2 | — | 1 |
3 | +2 | Danger Sense | 1 |
4 | +2 | Ability Score Improvement | 2 |
5 | +3 | — | 2 |
6 | +3 | Extra Attack | 3 |
7 | +3 | Battle Instinct | 3 |
8 | +3 | Ability Score Improvement | 4 |
9 | +4 | — | 4 |
10 | +4 | — | 5 |
11 | +4 | Retaliation | 5 |
12 | +4 | Ability Score Improvement | 6 |
13 | +5 | — | 6 |
14 | +5 | — | 7 |
15 | +5 | Extra Attack (2 extra) | 7 |
16 | +5 | Ability Score Improvement | 8 |
17 | +6 | — | 8 |
18 | +6 | Indomitable | 9 |
19 | +6 | Ability Score Improvement | 9 |
20 | +6 | — | 10 |
Bonus Proficiencies
1st-level Veteran feature
The sidekick gains proficiency in one saving throw of your choice: Strength, Dexterity, or Constitution. In addition, the sidekick gains proficiency in Acrobatics, Athletics, Insight, and one additional skill of your choice.
Martial Tradition
1st-level Veteran feature
The sidekick gains a martial tradition of your choice, provided it has Charisma or Wisdom as its key ability modifier.
Martial Training
1st-level Veteran feature
The sidekick gains a martial talent at every even level, according to Table: Veteran.
Danger Sense
3rd-level Veteran feature
The sidekick has advantage on Dexterity saving throws against effects that they can see, such as traps and spells. To gain this benefit, the sidekick can’t be blinded, deafened, or incapacitated.
Ability Score Improvement
4th-level Veteran feature
At 4th level and again at 8th, 12th, 16th, and 19th 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.
Extra Attack
6th-level Veteran feature
The sidekick can attack twice, instead of once, whenever it takes the Attack action on its turn. The number of attacks increases to three when the sidekick reaches 15th level. If the sidekick has the Multiattack action, it can use Extra Attack or Multiattack on a turn, not both.
Battle Instinct
7th-level Veteran feature
The sidekick has advantage on initiative rolls. Additionally, if the sidekick is surprised at the beginning of combat and isn’t incapacitated, they can act normally by expending their martial focus.
Retaliation
11th-level Veteran feature
When the sidekick takes damage from a creature that is within 5 feet of them, they can use their reaction to make a melee weapon attack against that creature.
Indomitable
18th-level Veteran feature
The sidekick can reroll a saving throw that it fails, but it must use the new roll. When it uses this feature, it can’t use the feature again until it finishes a long rest.
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