Taking damage can’t break the sidekick’s
concentration on a spell.
Warrior 19th +6 Ability Score Improvement
A Warrior sidekick grows in martial prowess 20th +6 Second Wind (2 uses)
as it ights by your side. It might be a soldier, a
town guard, a battle-trained beast, or any Bonus Pro iciencies
other creature honed for combat.
1st-level W arrior f eature
A sidekick gains the following class features
as it gains levels in this class, as summarized The sidekick gains pro iciency in one saving
on the Warrior table. throw of your choice: Strength, Dexterity, or
Constitution.
The W arrior
Level Proficiency Features In addition, the sidekick gains pro iciency in
two skills of your choice from the following
Bonus list: Acrobatics, Animal Handling, Athletics,
1st +2 Bonus Proficiencies, Mar al Intimidation, Nature, Perception, and
Survival.
Role
The sidekick gains pro iciency with all armor,
2nd +2 Second Wind (1 use) and if it is a humanoid or has a simple or
3rd +2 Improved Cri cal martial weapon in its stat block, it gains
4th +2 Ability Score Improvement pro iciency with shields and all simple and
martial weapons.
5th +3 —
6th +3 Extra A ack (1 extra) Martial Role
7th +3 Ba le Readiness
8th +3 Ability Score Improvement 1st-level W arrior f eature
9th +4 — Each warrior focuses on offense or defense in
10th +4 Improved Defense their training. Choose one of the following
11th +4 Indomitable (1 use) options:
12th +4 Ability Score Improvement
Attacker. T he sidekick gains a +2 bonus to all
13th +5 — attack rolls.
14th +5 Ability Score Improvement
15th +5 Extra A ack (2 extra) Defender. T he sidekick can use its reaction to
impose disadvantage on the attack roll of
16th +5 Ability Score Improvement a creature within 5 feet of it whose target
17th +6 — isn’t the sidekick, provided the sidekick
18th +6 Indomitable (2 uses) can see the attacker.
Second Wind
2nd-level Warrior f eature
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 inish a short or long rest before it can The sidekick can reroll a saving throw that it
use it again. fails, but it must use the new roll. When it
uses this feature, it can’t use the feature again
The sidekick can use this feature twice until it inishes a long rest.
between rests starting at 20th level.
The sidekick can use this feature twice
Improved Critical between long rests starting at 18th level.
3rd-level W arrior f eature
The sidekick’s attack rolls score a critical hit
on a roll of 19 or 20 on the d20.
Ability Score Improvement
4th l evel W arrior feature
At 4th level and again at 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
6th-level W arrior f eature
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 Readiness
7th-level Warrior f eature
The sidekick has advantage on initiative rolls.
Improved Defense
10th-level Warrior f eature
Parleying with Monsters
Supernatural Regions
Blessed Radiance
Far Realm
Haunted
Infested
Mirror Zone
Psychic Resonance
Unraveling Magic
Magical Phenomena Necrotic T empest. Storms in<missing>
skulls and bone-white lightning<missing>
Eldritch Storms must succeed on a DC13 Cons<missing>
damage.
When magical currents beco<missing>
A creature that dies in a nec<missing>
Flaywind. S upernaturally pow<missing> later.
third layer of Carceri—can spa<missing>
other debris in addition to <missing> A necrotic tempest lasts for <missing>
exposed to the storm takes <missing> after its passing.
or shelter offers protection <missing>
Thrym’s Howl. T hese bone-ch<missing>
A laywind leaves 4d6 feet of <missing> projects extreme cold (see<missing>
(Nature) check or Wisdom (S<missing> blue-white ice particles, the <missing>
it strikes, allowing time to se<missing> <missing>
Flame Storm. S ooty thunder<missing> Emotional Echoes
droplets. Any creature caught<missing>
The droplets ignite any lamm<missing>
burn out immediately. The <missing>
Wisdom (Perception) checks<missing>
Enchanted Springs appearing out of nowhere might be composed
of mimics!
Magic Mushrooms
Mimic Communication. M embers of the
Mimic Colonies <missing>
10 miles of the colony, any mimic can
Mimics imitate terrain and dungeon dressing com<missing>
to hunt for food. Rare specimens develop a of it and can speak Common and
d<missing> Underco<missing>
understanding of the world and can The colony’s offspring gain these abilities
communicate with other creatures, in <missing>
extremely rare<missing> Shown in the Juvenile Mimic stat block.
groups of these creatures band together,
creating colonies. These bonded mimics Juvenile Mimic
coopera<missing>
larger objects than any lone mimic could Confronting a Colony. A mimic colony’s
approximate. A mimic colony can work p<missing>
together <missing> can’t overcome, they are willing to
buildings, bridges, crystal formations, cliff bargain<missing>
faces, statues, and nearly anything it desires.
Ent<missing>
defeat can be bought off with ● The mimic colony chooses up to
information<missing> thre<missing> on a DC 15 Dexterity
the colony obtained from prior “food”), saving throw or <missing>
o<missing>
<missing>
If the colony’s survival is threatened and it
<missing> Primal Fruit
combined might using special lair
actions.<missing> Unearthly Roads
a lair action, causing one of the following
<missing>
● The mimic colony chooses up to
thre<missing> on a DC15 Strength saving
throw or <missing> following round, as
pieces of the <missing> more, it is
restrained instead for that <missing>
● The mimic colony uses the Help
action<missing>
Natural Hazards Spell Equivalents of Natural
Hazards
Even without threats of supernatural
<missing>
hazards expand on those presented in the
<missing>
Avalanches
A typical avalanche (or rockslide) is 300
feet<missing>
avalanche can avoid it or escape it if
they’re<missing>
When an avalanche occurs, all nearby
crea<missing>
and 0, the avalanche travels 300 feet until
<missing>
space moves along with it and falls prone,
<missing>
1d10 bludgeoning damage on a failed
save<missing>
When an avalanche stops, the snow and other
debris settle and b<missing>
blinded and restrained, and it has total cover.
The creature gains <missing>
spends buried, it can try to dig itself free as an
action, breaking th<missing>
restrained conditions on itself with a
successful DC 15 Strength (At<missing>
check three times can’t attempt to dig itself
out again.
A creature that is not restrained or
incapacitated can spend 1 min<missing>
that creature is no longer blinded or
restrained by the avalanche.
Falling into Water
Falling onto a Creature
Puzzles them in your adventures. Remember, most
puzzles don’t need to be solved immediately,
Devious traps and multifaceted mysteries and they might be all the more satisfying if
might be staples of fantasy adventures, but their riddles linger unresolved for multiple
they’re not the easiest challenges for a DM to sessions.
present on the ly. This section presents a
selection of puzzles designed to invite group Puzzle Elements
participation and challenge adventurers of
any stripe—from genius scholars to martial Text that appears in a box like this is meant
masters. Each puzzle is lexible enough to be to be read aloud or paraphrased for the
included in your campaign as presented or players when their characters irst arrive in
customized to it the needs of a speci ic a location with a puzzle or when otherwise
adventure. noted.
Why create a solvable puzzle? Just pose an Additionally, the <missing>
enigmatic question without an answer and
watch your trespassers squirm! Dif iculty. E ach <missing>
TASHA players will need <missing>
Why Use Puzzles? Puzzle Features. < missing>
with.
Puzzles provide exciting opportunities to use
wit to overcome obstacles and allow Solution. T his sec<missing>
characters to collaborate <missing>
to make discoveries. You might add a puzzle Hint C hecks. T his<missing>
to an adventure for any of the following of the hints if the<missing>
reasons: hint if they ask yo<missing>
● To encourage a party to discover Customizing t he < missing>
information through teamwork dif iculty, or make<missing>
● To provide an opportunity for character to Hints
use their skills in uncommon ways
If players request<missing>
● To make a setting feel more whimsical, hint is associated<missing>
mysterious, or otherworldly share that hint <missing>
with the lowest <missing>
● To explain why no one has ever
discovered something hidden close at If no character h<missing>
hand
Puzzles
● To reveal a secret no one knows and
magic can’t reveal Creature Paintings
Some puzzles can take considerable time to
solve, so be mindful of how often you use
Reckless Steps <missing>
Skeleton Keys Members Only
All That Glitters Exact Change
Eye of the Beholder Four Elements
Four by Four Haunted Hallway
Illusive Island Dif iculty: Hard
Many unquiet spirits linger in the world
Material Components because they can’t bear to leave something
behind. In this puzzle, inding the solution
Dif iculty: M edium also means helping a lost soul ind peace.
This puzzle might appear in a wizard’s <missing>
workshop, study, or spellbook. The solution
leads to a password that reveals new or rare What’s on the Menu
spells (such as those in chapter 3).
Alternatively, the password can be used for Puzzle Handouts
any other function that its with your story.
You ind an old piece of paper bearing a list
of spells and components. Random letters
are also scratched quickly on the paper
between the two lists. A message at the top
of the page says, “read untouched to gain
new spells.”
Give the players a copy of puzzle handout 5.
READ U NTOUCHED TO G AIN NEW
SPELLS
MAGE A<missing>
<missing>
ARCANE <missing>
ARCANE <missing>