Retainer Rules
RETAINERS
Since your character is an adventurer, it’s not at all
surprising that other, less famous adventurers hear the
tales of your character’s deeds and show up pledging
service. These are called retainers and have their
own rules.
Each retainer must be of lower level than your PC. If
your PC built or acquired a stronghold at an unusually
low level (say, below 7th), just adjust the result of the
roll downward.
The Baron of Tor awards Sir Razallax the deed
to Greywall Keep. Sir Razallax is a 5th-level
paladin and, upon completing renovations and
defending the keep, he rolls a 49 on the Paladin
Followers chart and gets a 7th-level warlord.
Because this follower is higher level than Sir
Razallax, it is automatically lowered to 4th level.
Retainers are not PCs. A skinwalker is not a druid—
it’s an NPC who was taught a very narrow range of druid
abilities. It cannot do most of the things a druid can.
If you find yourself regularly expanding a retainer’s
abilities, if you think this skinwalker should be able to
heal, since druids can heal, it’s probably better to just
use a druid.
Cool, but Not Too Cool!
Remember, this is a lower-level follower pledging
service to a regent. They shouldn’t have more or better
magic items, but they can be cool. They can be neat or
fun to run. Memorable. You don’t want your high-level
NPCs to outshine the players and steal their thunder.
But a follower who’s cool and memorable validates the
player! “Obviously I am pretty awesome,” the player
thinks, “if I have a follower like this.”
Followers obey their regent. They want to serve.
They do not take the lead. GMs, if you find your player
relying overmuch on advice or action from a follower, I
recommend you have that follower defer. “Your Grace,
you have seen so much more of the world than I. It
would be absurd for me to advise you in this matter.”
Lieutenants
I think the first best use for your retainer is to act as
your lieutenant who runs the show while you are away
from your stronghold. Your lieutenant is a trusted
advisor whom you can rely on to do your bidding and
carry out your orders. Because they are yours to run,
lieutenants let you take Demesne Actions even while
you’re off adventuring.1
You can also play your lieutenant as a PC should
your current one die or if you want to focus on two
important things at once.
Troubleshooters
If you attract more than one retainer, you now have
a team who can travel your demesne righting wrongs,
enforcing the law, and otherwise solving the lesser
problems you are now too high level, and too important,
to deal with personally.
Between your PC, your lieutenant, and any
troubleshooters you attract, you could end up with an
entire party to yourself to go on adventures with!
Simpler Than Player Characters
Running a PC is actually quite a lot of work compared to
almost any other kind of game we play. They’re incredibly well detailed, with weapon proficiencies and skills
and class abilities and six stats with modifiers, maybe
spells, and, by the time they’ve got a stronghold, over
50 hit points. Fifty is a lot of anything to track, and we
don’t think of it that way because we’re used to it, but it
boils down to “You’re going to be doing a lot of addition
and/or subtraction between now and going unconscious.”
1 Demesne Actions are another element of Kingdoms & Warfare. They are actions your barony or thieves’ guild or wizards’ college can
take.
But it’s our character—we want that level of detail. It
reflects how important the character is to us and how
complexly we view them.
Do we need that same level of detail for a sidekick?
For some people, yes, because with that detail comes
flexibility and options, and with that comes power.
And many players hate the idea that if only they’d spent
more time reading what this second character could
do, the second character—and maybe the rest of the
party—would still be alive.
This system trades power and flexibility for ease of
use. Retainers have many fewer options, but they’re
still pretty useful and, most of all, easy to run along
with your character. Retainers are like their PC counterparts, but with simpler rules.
There is one type of retainer for each class specialty,
but these followers are not PCs and do not have PC stats.
They sometimes have access to different skills, saving
throws, or abilities.
Hard to Kill
You cannot attract a follower equal to or greater than
your level, so by definition your followers are always
lower level than your PC. Because of this, followers
need to be tougher than a PC of equivalent level, so they
can survive combat alongside their higher-level buddy.
To do this, retainers ignore damage (and therefore
healing) below a certain threshold. In fact, retainers
don’t have hit points at all!
Health Levels, Not Hit Points
When the party cleric asks, “Okay, how much damage
has everyone taken,” and everybody at the table looks
at their character sheet, you know you’re in for a ride.
Because depending on the habits of the players, they
may already have to do some math. If a player keeps
a running total of their current hit points, then they’ll
have to subtract that from their max hit points to give
the cleric an answer.
Then on top of this, the cleric inevitably asks, “Well,
okay, but what is that compared to your total?” Because
obviously “30 damage” can mean very different things
to different characters and at different levels. So the
cleric wants to know what percentage of your health
you have left. But no one ever asks that—that would
mean even more math.
In reality, both numbers are important to the cleric!
You may have taken a large percentage of damage but a
low amount of damage, and that will inform the cleric’s
decision on whom to heal.
Having to also do all that same nonsense for your
follower is more work than we should need to do just
to have a cool buddy. We’re busy people.
So, retainers do not track hit points, but rather
health levels. A retainer has health levels equal in
number to their level. Each time a retainer is hit by an
attack, they make a Constitution saving throw. The DC
is the average damage from the attack.
2
If they succeed, they take no damage. If they fail,
they lose one health level per die of damage from
the attack. If they lose their final health level, they drop
unconscious and use the normal rules for dying.
Our 5th-level exarch is with her 7th-level PC and
the rest of the party. They’re fighting two earth
elementals, which is a reasonable battle for five
7th-level PCs.
The elemental hits our exarch with a slam attack.
Its average damage is 14 points, so our exarch
makes a Constitution saving throw against DC
14. She succeeds, so nothing happens. Notionally,
she’s taken some damage, but not enough to
worry anyone. If she had failed, she loses two
health levels and has 3 remaining.
Pretty simple. One roll, check off a health level box if
you fail. Move on.
Healing
Retainers regain a health level after each short rest,
and each die of healing used on them recovers one
health level. We can imagine that any attack that hits a
retainer does some damage, just not enough to matter—
likewise, the presence of abilities like lay on hands
can recover some damage, just not enough to move
the needle. So save that healing for your PC friends.
Retainers regain all health levels on a long rest.
Initiative
Retainers act on your initiative.
Armor Class
A retainer has light, medium, or heavy armor. The
specific armor they’re wearing is a detail below this
system’s level of abstraction.
• Light armor is AC 13.
• Medium armor is AC 15.
• Heavy Armor is AC 18.
2 This is usually listed in their stat block, but I’m not sure most people use it. Now we have a use for it!
3 This greatly reduces the complexity of running your follower, but they retain their versatility and you’re not joined at the hip. If you hit,
they hit, but if you miss or don’t attack, they still get their shot
Abilities and Skills
A retainer has a primary ability and various skills.
Normally, they roll ability checks with a +3 bonus. They
gain an extra +1 bonus to ability checks made with
their primary ability, and an extra +2 bonus to ability
checks made with their primary skills.
Saving Throws
Normally, a retainer rolls saving throws with a +3
bonus, and they gain an extra +3 bonus on saves made
with the abilities listed on their card.
They save against spells just like PCs do, but if they
succeed on a save, they lose health levels equal to half
the spell level. If they fail they lose heath levels equal to
the spell level. So a retainer who saves against a fireball
(3rd-level spell) loses 1 health level (3 rounded down).
Ancestry, Senses, and Speed
The GM chooses the ancestry (elf, dwarf, human, etc.)
of the retainer, which determines their Perception,
movement, and special abilities.
Actions
Retainers get all the regular actions PCs do. They can
move and act, and they get reactions and bonus actions
and opportunity attacks.
Additionally, all retainers begin with a signature
attack they can make each round. If granted extra
attacks, these are always their signature attack. As they
gain levels, they unlock special actions (usually spells
for spellcasters). Each special action can only be used
once per 10 minutes, and each is limited in the number
of times per day it can be used. The DCs of these are
listed in their descriptions.
At 7th level, retainers can make two signature attacks
per round.
Attacking
Making an attack roll for your follower is just going to
slow everything down, and if you want to do that, you
don’t need these rules—you can just run your follower
using PC stats and rules.
If your PC hits an enemy, your follower hits with
their signature attack, even if you and your follower
are attacking different targets. Your success inspired
your follower.
If you miss, or if you simply don’t attack on your turn,
then you make an attack roll for your follower.3
For
these purposes, a spell that deals damage or prompts
an enemy to make a saving throw counts as an attack.
Retainers get +6 to hit with their attacks. This
doesn’t change. At the GM’s discretion, you could
improve this bonus by 1 at 5th and 7th level.
Spells and DCs
Retainers’ spells and actions that require a saving
throw start with DC 13 at 3rd level, improve to DC 14
at 5th level, and finally improve to DC 15 at 7th level. If
a retainer makes a spell attack, it uses the same +6 that
retainers get to all attacks.
Gear
Unless provisions are specifically made otherwise, a
retainer has the same gear as a starting PC of their class.
For example, a reaver has the same gear you would
expect to find on a 3rd-level PC barbarian.
Experience
Your retainers level up once every two times your PC
levels up, capping out at 7th level. They gain special
actions at 5th and 7th level.
Magic
Retainers can use magic items like anyone else! A
+1 longsword increases their attack and damage by 1,
and +1 armor increases their AC by 1.
One happy side effect of having followers is you can
always pass your obsolete items on to them. Low-level
items, once useless as treasure for high-level characters,
now have a use!
Leaders
The character who recruited the retainer is called their
leader. This term is referenced in various actions
and abilities.
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