Remmy (sidekick)
Remmy Sullivan
Medium Human, Expert Sidekick, Chaotic Good
STR
10
( +0 )
DEX
14
( +2 )
CON
12
( +1 )
INT
13
( +1 )
WIS
10
( +0 )
CHA
14
( +2 )
Ideals
I long to leave the environs of my low birth and prove myself out in the world.
Bonds
Despite their higher station, the PC has been my friend for as long as I can remember. I would never betray that friendship.
Flaws
I feel I am owed recompense for my lot and have little problem taking it.
Sidekick features: Expert
- (1st level) Helpful: can take the Help action as a bonus action.
- (2nd level) Cunning Action: can take the Dash, Disengage, or Hide action as a bonus action.
- (3rd level) Expertise: Choose two skill proficiencies. Double their bonus from proficiency.
- (4th level) Ability Score Improvement
- (5th level) Proficiency Bonus +3
- (6th level) Coordinated Strike: Helpful now has a 30ft range when used to help attack a creature, and Remmy deals an extra 2d6 damage to that creature the next time he hits it on the current turn. The extra damage matches the damage type dealt.
- (7th level) Evasion: take half damage from failed Dex saving throws for half damage, and no damage from successful ones. This effect is not applicable when incapacitated.
- (8th level) Ability Score Improvement
- (9th level) Proficiency Bonus +4
- (10th level) Ability Score Improvement
- (11th level) Inspiring Help: The help action also adds 1d6 to the d20 roll. This d6 can be added to damage instead for an attack roll.
- (12th level) Ability Score Improvement
- (13th level) Proficiency Bonus +5
- (14th level) Reliable Talent: d20 rolls of 9 or less become 10 for ability checks that apply the whole proficiency bonus.
- (15th level) Expertise Improvement: Choose two skill proficiencies not already affected by Expertise. Double their bonus from proficiency.
- (16th level) Ability Score Improvement
- (17th level) Proficiency Bonus +6
- (18th level) Sharp Mind: gain proficiency with Wisdom Saving Throws.
- (19th level) Ability Score Improvement
- (20th level) Inspiring Help Improvement: Use 2d6 instead of 1d6 for inspiring help.
Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6 + 2) piercing damage. Dagger. Melee or Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 2) piercing damage.