Retainers
Based on Strongholds and Followers by Matt Colville and co
- Must be of a lower level than the PC they are following
- Are not PCs
- Follow the PCs orders, do not take the lead
- Should be easy to run
Basic Mechanics
- Act on their Leader (PCs) initiative
- Don’t have hit points, rather a number of health levels equal to their level
- Regain 1 health level per short rest
- Each die of healing recovers one health level
- When hit instead of taking damage retainer makes a CONSAV DC equal to the average attack damage
- Succeed: Take no damage
- Fail: Lose one health level per die of damage
- AC is one of three:
- Light: 13
- Medium: 15
- Heavy: 18
- Has the same gear as a starting PC of their class
- Level up once per two levels their PC levels up
- Maximum of 7th level
- Gain special actions at 5th and 7th level
- Perception, movement and special abilities are determined by Ancestry
Checks and Saves
- Has one primary ability and various skills
- +3 to ability checks
- additional +1 to primary ability checks
- additional +2 to proficient skill checks
- Saving Throws
- default to +3
- additional +3 to proficient saves
- Success: lose health levels equal to ½ spell level
- Fail: lose health levels equal to spell level
Actions
- All the regular actions (move, act, react, bonus, opportunity attacks)
- One signature attack that can be used once per turn
- If granted extra attacks, signature attack is always used
- At 7th level retainers can make 2 signature attacks per turn
- Higher level retainers get special actions usable once per 10 minutes and a max number of times per day
- Attacking
- If the PC hits, the follower hits with their signature attack (even vs different targets)
- If the PC misses or doesn’t attack, then make an attack roll for the follower
- For these purposes spells that deal damage or induce a saving throw count as an attack
- Attacks with +6 to hit (or spell attack)
- Optional +1 at 5th and 7th level
- Spells and DCs
- Level 3: DC 13
- Level 5: DC 14
- Level 7: DC 15