Past Level 20 Sidekicks Variant (5e Variant Rule)

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If you ever tried this variant rule and you wondered: What if a Sidekick could do the same; this could come in handy. (Still work in progress)

General Rules[edit]

The rules are almost the same from the Past Level 20 page. i'm going to copy them for comodity, mentioning the original page

  • The rules for levels below 21 are still the same. This set of variant rules applies only when characters reach level 21.
  • Level 50 becomes the new maximum character level a player can have.
  • Ability scores now have a maximum of 30.
  • Upon reaching level 21, your proficiency bonus becomes +7, then increases to +8 at level 25, +9 at level 29, +10 at level 33, +11 at level 37, +12 at level 41, +13 at level 45, and +14 at level 49.
  • If a player continues leveling the same class through levels 21 to 49, they gain epic boons at levels 21, 25, 29, 31, 35, 39, 41, 45, and 49, and ability score increases at levels 22, 26, 30, 34, 38, 42, 46, and 50. Any and all ability score improvements give 3 points rather than the traditional 2, If you would have chosen a feat you would gain +1 in addition to the feat, and 4 points after level 40, or 2 feats if using the optional feats rule.
  • Cantrips that deal damage increase by 1 additional damage die at levels 22 (5), 28 (6), 35 (7), 39 (8), 45 (9), and 50 (10).
  • Since Sidekicks don't have subclasses, they just gain abilities from other subclasses they represent. Example: The warrior normally has an ability from the Champion Fighter and from the Barbarian, so he will gain abilities from the Champion, Samurai and something from the Barbarian

Level 50[edit]

If a player chooses to level up their class beyond level 20 and they don't multiclass, these are the features each class gains:

Warrior[edit]

Fighting Spirit:[edit]
  • At level 23, just as the samurai fighter, you gain the ability to grant yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 32th level. You can use this feature two times. You regain all expended uses of it when you finish a long rest.
Danger Sense:[edit]
  • At level 24, you have advantage on every dexterity saving throw against effect you can see. You mustn't be blinded, deafened or incapacitated.
Additional Extra Attacks:[edit]
Role Improvement:[edit]
  • At level 28, your role improves depending on what you chose: If you chose the Attacker Role, you gain an additional +1 to hit; if you chose the Defender Role and you use your Defender reaction, you can give resistance against the incoming damage for this turn at the target of your reaction.
Additional Indomitable and Second Wind Charges:[edit]
Critical Hits:[edit]
Rapid Strikes:[edit]
  • Starting at 40th level, if you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.
Survivor:[edit]
  • At level 43, at the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
Greater Defense:[edit]
  • At level 44, you gain an additional +1 AC
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