This is a Playtest Version. [2023.09.18]

The Dungeon Master reserves the right to make any alterations to this in order to keep the game balanced and fun for everyone.

[D&D 5e Unearthed Arcana Sidekicks] is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. © Wizards of the Coast LLC.


Sidekick: Warrior

Warrior Sidekick

A warrior sidekick grows in martial prowess as it fights by your side. It might be a soldier, a town guard, a battle-trained beast, or any other creature honed for combat.


A sidekick gains the following class features as it gains levels in this class, as summarized on the Warrior table:

The Warrior

Level Proficiency Bonus Features
1st +2 Bonus Proficiencies, Second Wind (1 use)
2nd +2 Danger Sense
3rd +2 Improved Critical
4th +2 Ability Score Improvement
5th +3 Extra Attack (1 extra)
6th +3 Ability Score Improvement
7th +3 Battle Readiness
8th +3 Ability Score Improvement
9th +4 Indomitable (1 use)
10th +4 Improved Defense
11th +4 Extra Attack (2 extra)
12th +4 Ability Score Improvement
13th +5 Indomitable (2 uses)
14th +5 Ability Score Improvement
15th +5 Superior Critical
16th +5 Ability Score Improvement
17th +6 Indomitable (3 uses)
18th +6 Second Wind (2 uses)
19th +6 Ability Score Improvement
20th +6 Extra Attack (3 extra)

Bonus Proficiencies

At 1st level, the sidekick gains proficiency in one saving throw of your choice: Strength, Dexterity, or Constitution.


In addition, the sidekick gains proficiency in three skills of your choice from the following list: Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival. If the sidekick is a humanoid, it also gains proficiency with all armor, shields, and simple and martial weapons.

Second Wind

Starting at 1st level, the sidekick can use a bonus action on its turn to regain hit points equal to 1d10 + its level in this class. Once it uses this feature, it must finish a short or long rest before it can use it again.


The sidekick can use this feature twice between rests starting at 18th level.

Danger Sense

Beginning at 2nd level, the sidekick has advantage on Dexterity saving throws against effects that it can see, such as traps and spells. This feature doesn't work if the sidekick is incapacitated.

Improved Critical

Starting at 3rd level, the sidekick's attack rolls score a critical hit on a roll of 19 or 20 on the d20.

Ability Score Improvement

At 4th level, and again at 6th, 8th, 12th, 14th, 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

Beginning at 5th level, 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 11th level and to four when it reaches 20th level.

Battle Readiness

After the sidekick reaches 7th level, it has advantage on initiative rolls.

Indomitable

Starting at 9th level, 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. The sidekick can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Improved Defense

At 10th level, the sidekick's Armor Class increases by 1.

Superior Critical

Starting at 15th level, the sidekick's attack rolls score a critical hit on a roll of 18-20 on the d20.