TEXT: TITLE RIGHT SIDE
  1
  Sidekicks 
  Beyond the Essentials
  
  SIDEKICKS: BEYOND THE ESSENTIALS 
  CREDITS 
  Crafted by Paul Metzger @metzpaul
  Edited by Kathleen Harrington @KatnBR
  Cover image by Bob Greyvenstein.
  Some artwork © Grim Press, used with 
  permission. All rights reserved.
  Some artwork courtesy Wizards of the Coast 
  Dungeon Masters Guild Creator Resources.
  Page background and watercolor splashes 
  designed by lifeforstock / Freepik.
  DUNGEONS & DRAGONS, D&D, Wizards of the 
  Coast, Forgotten Realms, Ravenloft, Eberron, the 
  dragon ampersand, Ravnica and all other Wizards 
  of the Coast product names, and their respective 
  logos are trademarks of Wizards of the Coast in 
  the USA and other countries.
  This work contains material that is copyright 
  Wizards of the Coast and/or other authors. Such 
  material is used with permission under the 
  Community Content Agreement for Dungeon 
  Masters Guild.
  All other original material in this work is 
  copyright 2020 by Paul Metzger and published 
  under the Community Content Agreement for 
  Dungeon Masters Guild.
  First edition. April 25, 2020.
  THE ESSENTIALS 
  The bestselling Sidekicks Essentials, available on 
  DMsGuild.com, embraced and extended the 
  ofﬁcial mechanics for sidekicks as presented in 
  Appendix A of the Essentials Kit Rulebook by 
  providing options for playing with sidekicks, a 
  collection of sidekick personalities, and all new 
  sidekick stat blocks.
  The stat blocks were expanded from the 
  original sidekick types Expert, Spellcaster, and 
  Warrior to include Archer, Berserker, Criminal, 
  Knight, Magician, Medic and Minstrel. Each of these 
  new sidekick types featured a leveling table 
  progressing them through 6th level.
  GOING BEYOND 
  This supplement takes the seven sidekick types 
  originally published in Sidekicks Essentials and 
  expands their progression to level 20. 
  SIDEKICK FEATURES 
  Sidekicks are less powerful than player characters 
  of the same level, and gain comparable features 
  more slowly. This is especially true in the ﬁrst six 
  levels. As we go beyond, the sidekicks gain 
  interesting new features at each level but remain 
  very one-dimensional, ﬁlling in the missing gaps 
  of an adventuring party while allowing the PCs to 
  shine.
  ABILITY SCORES 
  When a sidekick gains an ability score 
  improvement adjust the following items in the 
  stat block accordingly:
  Saving Throws. The saving throw modiﬁer for 
  an ability is equal to the ability modiﬁer plus 
  proﬁciency bonus (if applicable). 
  Skills. Although they are not explicitly listed 
  on the stat block, the ability score modiﬁer for a 
  skill is the same as listed on a player character 
  sheet. For example, Arcana uses the Intelligence 
  modiﬁer. A sidekick need not have a skill listed in 
  order to use it; the listed skills merely indicate 
  that the sidekick is proﬁcient in that skill (i.e., the 
  proﬁciency bonus is also added).
  Weapon Attacks. The to-hit and damage 
  bonuses of a weapon attack are based on Strength 
  for melee attacks, Dexterity for ranged attacks, or 
  your choice of either for weapons that are thrown 
  or have the ﬁnesse property. 
  PROFICIENCY BONUS 
  The proﬁciency bonus for sidekicks is speciﬁcally 
  stated in the stat block. A sidekick is proﬁcient in 
  the items on the stat block, and assumed to not be 
  proﬁcient in those omitted. 
  When a sidekick’s proﬁciency bonus increases, 
  adjust the bonuses to listed saving throws, skills, 
  spellcasting, and weapon attacks.
  1
  BEYOND THE ESSENTIALS
  
  ARCHER SIDEKICKS BEYOND 1ST LEVEL 
  Level
  Hit Points
  New Features
  2nd
  19 (3d8+6)
  Stealth Attack. When the archer 
  hits with a ranged weapon attack 
  and has advantage on the attack 
  roll or the target is surprised, the 
  attack does an additional 1d6 
  damage.
  3rd
  26 (4d8+8)
  Quick Reload. Once on each of 
  their turns when the archer makes a 
  ranged weapon attack, they can 
  make another attack with the same 
  weapon against a different creature 
  that is within 5 feet of the original 
  target.
  4th
  32 (5d8+10)
  Ability Score Improvement. The 
  archer’s Dexterity score increases to 
  17 (+3).
  5th
  39 (6d8+12)
  Proficiency Bonus. The archer’s 
  proficiency bonus increases to +3.
  6th
  45 (7d8+14)
  Extra Attack. The archer can attack 
  twice, instead of once, whenever 
  they take the attack action on their 
  turn. 
  7th
  60 (8d10+16)
  Ambush. The archer has a +2 
  bonus to initiative rolls and 
  advantage on attack rolls against 
  any creature that hasn’t taken a turn 
  in the combat yet.
  8th
  67 (9d10+18)
  Ability Score Improvement. The 
  archer’s Dexterity score increases to 
  19 (+4). 
  Sniper. Attacking at long range 
  doesn’t impose disadvantage on 
  the archer’s ranged weapon attack 
  rolls.
  9th
  75 
  (10d10+20)
  Proficiency Bonus. The archer’s 
  proficiency bonus increases to +4. 
  An Arrow to the Knee. When the 
  archer hits a Medium or smaller 
  creature with a ranged weapon 
  attack, the creature’s speed is 
  reduced by 10 feet until it regains 
  at least one hit point. Additionally, 
  the creature must succeed on a DC 
  12 Strength saving throw or be 
  knocked prone.
  BEYOND THE ESSENTIALS
  2
  ARCHER SIDEKICK 
  1st-level Medium humanoid 
  Armor Class 14 (studded leather) 
  Hit Points 13 (2d8+4) 
  Speed 30 ft. 
  Proficiency Bonus +2 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 
  15 (+2) 
  14 (+2) 
  10 (+0) 
  12 (+1) 
  10 (+0) 
  Saving Throws Dex +4 
  Skills Perception +3, Stealth +4, Survival +3 
  Senses passive Perception 13 
  Languages Common, plus one of your choice 
  Archery Expert. The archer gains a +2 bonus to ranged weapon 
  attacks (this bonus is included in the archer’s longbow action) 
  ACTIONS 
  Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one 
  target. Hit: 6 (1d8+2) piercing damage. 
  Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  
  Hit: 5 (1d8+1) piercing damage. 
  
  10th
  82 
  (11d10+22)
  Plan B. When the archer makes a 
  ranged weapon attack, they may 
  choose an additional target in a 30 
  foot cone behind the first. If the 
  attack misses the original target, 
  they may reroll the attack roll 
  against the second target.
  11th
  90 
  (12d10+24)
  Close Combat. Being within 5 feet 
  of a hostile creature doesn’t impose 
  disadvantage on the archer’s 
  ranged weapon attack rolls. When 
  the archer uses the attack action to 
  make an attack with their bow, they 
  may take a bonus action to make a 
  melee attack wielding the bow with 
  two hands as though it were a 
  quarterstaff (+5 to hit, reach 5 ft., 
  one target. Hit: 5 (1d8+1) 
  bludgeoning damage).
  12th
  97 
  (13d10+26)
  Ability Score Improvement. The 
  archer’s Dexterity score increases to 
  20 (+4) and their Strength score 
  increases to 14 (+2). 
  Volley. The archer can use its action 
  to make a ranged attack against 
  any number of creatures they can 
  see within 10 feet of a point of their 
  weapon’s range. The archer must 
  have ammunition for each target 
  and make a separate attack roll for 
  each target.
  13th
  105 
  (14d10+28)
  Proficiency Bonus. The archer’s 
  proficiency bonus increases to +5. 
  Split Arrow. When an ally within 60 
  feet is hit with a ranged weapon 
  attack using a missile small enough 
  to be held with one hand, the 
  archer can use their reaction to 
  make a ranged weapon attack 
  against the missile (AC 15). On a 
  hit, the missile deals no damage.
  14th
  112 
  (15d10+30)
  Focused Stillness. If the archer 
  doesn’t move on their turn, they 
  can use a bonus action to make 
  their ranged weapon attacks more 
  accurate. When they do so, they 
  add 1d4 to attack rolls with ranged 
  weapons until the end of their turn.
  15th
  120 
  (16d10+32)
  Devastating Critical. The archer 
  scores a critical hit with ranged 
  weapon attacks on a roll of 19 or 
  20. When the archer rolls a 1 or 2 
  on a damage die for such a critical 
  hit, they can reroll the die and must 
  use the new roll, even if the roll is a 
  1 or 2. 
  16th
  127 
  (17d10+34)
  Another Extra Attack. The archer 
  can attack three times, instead of 
  twice, whenever they take the 
  attack action on their turn. 
  17th
  135 
  (18d10+36)
  Proficiency Bonus. The archer’s 
  proficiency bonus increases to +6. 
  Spell Disruptor (Recharges after a 
  Short or Long Rest). When the 
  archer sees a spell requiring a 
  somatic component being cast they 
  can use their reaction to attempt to 
  disrupt the casting. When they do 
  so they make a ranged weapon 
  attack against the spellcaster. On a 
  hit, the target takes no damage, 
  but must instead make a 
  Constitution saving throw with a DC 
  equal to 10 + the amount of 
  damage that would have been 
  dealt. On a failure, the spell fails 
  and has no effect. 
  18th
  142 
  (19d10+38)
  Unerring Accuracy. When the 
  archer misses with a ranged 
  weapon attack on their turn, they 
  can reroll the attack roll. The archer 
  can use this feature only once on 
  each of its turns.
  19th
  150 
  (20d10+40)
  Intuitive Sight. When the archer 
  attacks a creature they can’t see, 
  their inability to see it doesn’t 
  impose disadvantage on their 
  attack rolls against it. The archer is 
  also aware of the location of any 
  invisible creature within 30 feet, 
  provided the creature isn’t hidden 
  from the archer and the archer isn’t 
  blinded or deafened. 
  20th
  157 
  (21d10+42)
  Exit Wound. Once on each of their 
  turns, the archer can add their 
  Strength modifier to the damage 
  roll of a ranged weapon attack. A 
  creature on the line of the attack 
  within 10 feet behind the first target 
  also takes 4 (1d8) piercing damage.
  3
  BEYOND THE ESSENTIALS
  
  BERSERKER SIDEKICKS BEYOND 1ST LEVEL
  Level
  Hit Points
  New Features
  2nd
  25 (3d12+6)
  Rage. As a bonus action on their 
  turn, the berserker may enter a rage 
  which lasts until the end of combat. 
  While in a rage, the berserker has 
  +2 to damage with melee attacks 
  and resistance to bludgeoning, 
  piercing, and slashing damage. 
  Once this feature has been used, 
  the berserker must finish a long rest 
  before it can be used again.
  3rd
  34 (4d12+8)
  Reckless Attack. When the 
  berserker makes the first attack on 
  their turn, they may choose to do 
  so recklessly. Doing so grants them 
  advantage on all melee attack rolls 
  during this turn, but all attack rolls 
  against the berserker have 
  advantage until the start of their 
  next turn. 
  4th
  42 (5d12+10)
  Ability Score Improvement. The 
  berserker’s Strength score increases 
  to 17 (+3).
  5th
  51 (6d12+12)
  Proficiency Bonus. The berserker’s 
  proficiency bonus increases to +3.
  6th
  59 (7d12+14)
  Extra Attack. The berserker can 
  attack twice, instead of once, 
  whenever they take the attack 
  action on their turn. 
  7th
  68 (8d12+16)
  Frenzied Rage. The berserker can 
  use their rage feature three times 
  per long rest. While raging, the 
  berserker can make a single melee 
  weapon attack as a bonus action.
  8th
  76 (9d12+18)
  Ability Score Improvement. The 
  berserker’s Strength score increases 
  to 19 (+4). 
  Fast and Free. The berserker’s 
  speed increases by 10 feet while 
  they aren’t wearing armor.
  9th
  85 
  (10d12+20)
  Proficiency Bonus. The berserker’s 
  proficiency bonus increases to +4. 
  Feral Instinct. The berserker has 
  advantage on initiative rolls. If the 
  berserker is surprised at the 
  beginning of combat and isn’t 
  incapacitated, they can act normally 
  on their first turn, but only if they 
  enter a rage before doing anything 
  else that turn. 
  BEYOND THE ESSENTIALS
  4
  BERSERKER SIDEKICK 
  1st-level Medium humanoid 
  Armor Class 13 (unarmored defense) 
  Hit Points 17 (2d12+4) 
  Speed 30 ft. 
  Proficiency Bonus +2 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  13 (+1) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  12 (+1) 
  Saving Throws Str +4, Con +4 
  Skills Athletics +4, Intimidation +3, Survival +3 
  Senses passive Perception 10 
  Languages Common, plus one of your choice 
  Two-handed Axe Fighting. When the berserker rolls a 1 or 2 on a 
  damage die for an attack they make with their greataxe wielded 
  with two hands, they can reroll the die and must use the new roll, 
  even if the new roll is a 1 or 2. 
  Two Handaxe Fighting. When the berserker makes a melee or 
  ranged weapon attack with a handaxe in one hand, they can use 
  their bonus action to make a melee or ranged attack with the 
  handaxe they are holding in the other hand. The ability modifier is 
  not added to the damage of this attack. 
  Unarmored Defense. While the berserker isn’t wearing any armor, 
  their Armor Class equals 10 + their Dexterity modifier + their 
  Constitution modifier. 
  ACTIONS 
  Greataxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 9 (1d12+2) slashing damage. 
  Handaxe. Melee or Thrown Weapon Attack: +4 to hit, reach 5 ft., 
  range 20/60ft, one target. Hit: 6 (1d8+2) piercing damage. 
  BONUS ACTIONS 
  Second Handaxe. Melee or Thrown Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 4 (1d8) piercing damage. This bonus 
  action may only be taken if the berserker used their action to 
  attack with a handaxe using one hand.  
  
  10th
  93 
  (11d12+22)
  Weave through the Fray. While in 
  a rage, other creatures have 
  disadvantage on opportunity 
  attacks against the berserker, and 
  the berserker can take the Dash 
  action as a bonus action.
  11th
  102 
  (12d12+24)
  Powerlifter. The berserker has 
  advantage on Strength checks 
  made to push, pull, or lift objects, 
  and their carrying capacity is 
  doubled.
  12th
  110 
  (13d12+26)
  Ability Score Improvement. The 
  berserker’s Strength score increases 
  to 20 (+4) and their Dexterity score 
  increases to 14 (+2). 
  Singular Focus. While raging, the 
  berserker can’t be charmed or 
  frightened while raging. If the 
  berserker is charmed or frightened 
  when they enter their rage, the 
  effect is suspended for the duration 
  of the rage. 
  13th
  119 
  (14d12+28)
  Proficiency Bonus. The berserker’s 
  proficiency bonus increases to +5. 
  Battle Intensity (Recharges upon 
  rolling Initiative). While in a rage, 
  the berserker can use a bonus 
  action to give themself advantage 
  on weapon attack rolls until the end 
  of the current turn. When they do 
  so, they also gain 10 temporary hit 
  points.
  14th
  127 
  (15d12+30)
  Fanatical Rage. The berserker can 
  rage five times per long rest. Once 
  per rage, if the berserker fails a 
  saving throw they can reroll it and 
  must use the new roll. 
  15th
  136 
  (16d12+32)
  Brutal Critical. The berserker can 
  roll one additional weapon damage 
  die when determining the damage 
  for a critical hit with a melee 
  weapon attack 
  16th
  144 
  (17d12+34)
  Menacing Feint. Once per turn, 
  the berserker can forego one of 
  their attacks to intimidate a creature 
  they can see within 30 feet. If the 
  creature can see or hear the 
  berserker, they must succeed on a 
  DC 14 Wisdom saving throw or be 
  frightened of the berserker until the 
  end of the berserker’s next turn. 
  17th
  153 
  (18d12+36)
  Proficiency Bonus. The berserker’s 
  proficiency bonus increases to +6. 
  Covered in Blood. While raging, 
  the berserker gains a cumulative +1 
  bonus to AC for the duration of the 
  rage when they score a critical hit 
  on a creature that reduces it to 0 hit 
  points.
  18th
  161 
  (19d12+38)
  Too Angry to Die Yet. While they 
  are raging, having 0 hit points 
  doesn’t knock the berserker 
  unconscious. The berserker still 
  must make death saving throws, 
  and they suffer the normal effects 
  of taking damage while at 0 hit 
  points. However, if the berserker 
  would die due to failing death 
  saving throws, they don’t die until 
  the rage ends. 
  19th
  170 
  (20d12+40)
  Indomitable Might. If the 
  berserker’s total for a Strength 
  check is less than their Strength 
  score, they can use that score in 
  place of the total. 
  20th
  178 
  (21d12+42)
  Embodiment of Rage. The 
  berserker’s Strength score increases 
  to 24 (+7) and their Constitution 
  score increases to 18 (+4). The 
  number of times the berserker can 
  enter a rage is now unlimited.
  5
  BEYOND THE ESSENTIALS
  
  CRIMINAL SIDEKICKS BEYOND 1ST LEVEL
  Level
  Hit Points
  New Features
  2nd
  16 (3d8+3)
  Fast Hands. The criminal can use a 
  bonus action to make a Dexterity 
  (Sleight of Hand) check, use thieves’ 
  tools to disarm a trap or open a 
  lock, or take the Use an Object 
  action.
  3rd
  22 (4d8+4)
  Second Story Work. Climbing no 
  longer costs the criminal extra 
  movement.
  4th
  27 (5d8+5)
  Ability Score Improvement. The 
  criminal’s Dexterity score increases 
  to 17 (+3).
  5th
  33 (6d8+6)
  Proficiency Bonus. The criminal’s 
  proficiency bonus increases to +3.
  6th
  38 (7d8+7)
  Uncanny Dodge. When an attacker 
  that the criminal can see hits them 
  with an attack, the criminal can use 
  their reaction to halve the attack’s 
  damage.
  7th
  44 (8d8+8)
  Skulking in Shadows. The criminal 
  can attempt to hide when they are 
  only lightly obscured. When the 
  criminal is hidden from a creature 
  and misses it with a ranged weapon 
  attack, making the attack doesn’t 
  reveal the criminal’s position.
  8th
  49 (9d8+9)
  Ability Score Improvement. The 
  criminal’s Dexterity score increases 
  to 19 (+4). 
  Discerning Courtier. When in a 
  social situation, the criminal adds 
  their Wisdom modifier to Charisma 
  (Deception) checks and their 
  Charisma modifier to to Wisdom 
  (Insight) checks.
  9th
  55 (10d8+10)
  Proficiency Bonus. The criminal’s 
  proficiency bonus increases to +4. 
  Silent Creeping.  The criminal has 
  advantage on Dexterity (Stealth) 
  checks if they move no more than 
  half of their speed on the same 
  turn.
  BEYOND THE ESSENTIALS
  6
  CRIMINAL SIDEKICK 
  1st-level Medium humanoid 
  Armor Class 14 (studded leather) 
  Hit Points 11 (2d8+2) 
  Speed 30 ft. 
  Proficiency Bonus +2 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  15 (+2) 
  12 (+1) 
  13 (+1) 
  10 (+0) 
  14 (+2) 
  Saving Throws Dex. +4, Int. +3 
  Skills Acrobatics +4, Deception +4, Intimidation +4, 
  Sleight of Hand +4, Stealth +4,  
  Senses passive Perception 10 
  Languages Common, plus one of your choice 
  Double Daggers. When the criminal makes a melee or ranged 
  weapon attack with a dagger in one hand, they can use their bonus 
  action to make a melee or ranged attack with the dagger they are 
  holding in the other hand. The ability modifier is not added to the 
  damage of this attack. 
  Criminal Contact. The criminal has a reliable and trustworthy 
  contact who acts as their liaison to a network of other criminals. The 
  criminal knows how to get messages to and from their contact, even 
  over great distances.  
  Tools. The criminal has a disguise kit, forgery kit, gaming set, 
  poisoners kit, and thieves’ tools. 
  ACTIONS 
  Dagger. Melee or Thrown Weapon Attack: +4 to hit, reach 5 ft., 
  range 20/60ft., one target. Hit: 4 (1d4+2) piercing damage. 
  BONUS ACTIONS 
  Second Dagger. Melee or Thrown Weapon Attack: +4 to hit, reach 
  5 ft., range 20/60ft., one target. Hit: 2 (1d4) piercing damage. This 
  bonus action may only be taken if the criminal used their action to 
  attack with a dagger. 
  
  10th
  60 (11d8+11)
  Assumed Identity. After spending 
  at least 25 gp and 7 days 
  establishing the history, profession, 
  and affiliations for a unique false 
  identity (one that can’t belong to 
  anyone else), the criminal can 
  assume the new identity. Other 
  creatures believe the criminal to be 
  that person until given an obvious 
  reason not to. 
  11th
  66 (12d8+12)
  Adroit Yegg (Recharges after a 
  Short or Long Rest). When the 
  criminal rolls an ability check to pick 
  mundane or magical locks with 
  thieves’ tools, they can treat any 
  result on the die roll as a 20. Upon 
  using this feature, an arcane lock 
  spell is suppressed for 10 minutes.
  12th
  71 (13d8+13)
  Ability Score Improvement. The 
  criminal’s Dexterity score increases 
  to 20 (+4) and their Intelligence 
  score increases to 14 (+2). 
  Skilled Practitioner. When the 
  criminal makes a check that allows 
  them to to use their proficiency 
  bonus, they can treat a d20 roll of 9 
  or lower as a 10.
  13th
  77 (14d8+14)
  Proficiency Bonus. The criminal’s 
  proficiency bonus increases to +5. 
  Reverse Engineer. The criminal can 
  ignore all class, race, and level 
  requirements on the use of magic 
  items. 
  14th
  82 (15d8+15)
  Imposter. If the criminal spends 3 
  hours studying another person’s 
  speech and mannerisms, the 
  criminal can assume the identity of 
  that personal in a manner that is 
  indiscernible to the causal observer. 
  If a wary creature suspects that 
  something is amiss, the criminal has 
  advantage on any Charisma 
  (Deception) check made to avoid 
  detection.
  15th
  88 (16d8+16)
  Slippery. Unless the criminal is 
  incapacitated, they gain a +2 bonus 
  to AC and can use their reaction 
  when missed with a melee weapon 
  attack to disengage and move up 
  to half their speed without 
  provoking opportunity attacks. 
  16th
  93 (17d8+17)
  A Nose for Loot. Whenever the 
  criminal and their companions 
  recover treasure worth at least 200 
  gp, the criminal discovers 
  additional treasure by rolling once 
  on the “Treasure Hoard: Challenge 
  0-4” table on page 137 of the 
  Dungeon Master’s Guide.
  17th
  99 (18d8+18)
  Proficiency Bonus. The criminal’s 
  proficiency bonus increases to +6. 
  Master of Tongues. The criminal 
  can understand all spoken 
  languages, even if they can’t speak 
  them. When the criminal can see a 
  creature’s mouth while it is speaking 
  they can interpret what it is saying 
  by reading lips. 
  18th
  104 
  (19d8+19)
  Mendacious Mind. The criminal’s 
  thoughts can’t be read by telepathy 
  or other means unless the criminal 
  allows it. The criminal can present 
  false thoughts by succeeding on a 
  Charisma (Deception) check 
  contested by the mind reader’s 
  Wisdom (Insight) check. 
  Additionally, magic that would 
  determine if the criminal is telling 
  the truth always indicates the that 
  the criminal is being truthful if they 
  choose, and they can’t be 
  compelled to tell the truth by 
  magic.
  19th
  110 
  (20d8+20)
  Discern Realities. The criminal 
  gains truesight 60 ft. 
  20th
  115 
  (21d8+21)
  Clutch Performance (Recharges 
  after a Short or Long Rest). If a 
  criminal misses an attack against a 
  target in range, they can turn the 
  miss into a hit. Alternatively, if the 
  criminal fails an ability check, they 
  can treat the d20 roll as a 20.
  7
  BEYOND THE ESSENTIALS
  
  KNIGHT SIDEKICKS BEYOND 1ST LEVEL
  Level
  Hit Points
  New Features
  2nd
  22 (3d10+6)
  Lay on Hands (Recharges after a 
  Long Rest). The knight can use an 
  action to restore a number of hit 
  points equal to 5 x their level.
  3rd
  30 (4d10+8)
  Rebuke Evil (Recharges after a 
  Long Rest). The knight can use an 
  action to frighten evil-aligned 
  creatures. Each evil creature within 
  30 feet must succeed on a Wisdom 
  saving throw or be frightened for 1 
  minute or until it takes damage. 
  While frightened, a creature must 
  spend its turn trying to move as far 
  away from the knight as it can.
  4th
  37 (5d10+10)
  Ability Score Improvement. The 
  knight’s Strength score increases to 
  17 (+3).
  5th
  45 (6d10+12)
  Proficiency Bonus. The knight’s 
  proficiency bonus increases to +3.
  6th
  52 (7d10+14)
  Extra Attack. The knight can attack 
  twice, instead of once, whenever 
  they take the attack action on their 
  turn. 
  7th
  60 (8d10+16)
  Divine Smite. The knight has a 
  number of smite slots equal to their 
  level. When the knight hits a 
  creature with a melee weapon 
  attack, they can expend up to 3 
  smite slots to deal radiant damage 
  to the target in addition to the 
  weapon’s damage. The extra 
  damage is 1d8 per smite slot. 
  Expended smite slots are regained 
  when the knight finishes a long rest.
  8th
  67 (9d10+18)
  Ability Score Improvement. The 
  knight’s Strength score increases to 
  19 (+4). 
  Aura of Protection. While the 
  knight is conscious, whenever a 
  friendly creature within 10 feet must 
  make a saving throw, the creature 
  gains a bonus to the saving throw 
  equal to the knight’s Charisma 
  modifier. 
  BEYOND THE ESSENTIALS
  8
  KNIGHT SIDEKICK 
  1st-level Medium humanoid 
  Armor Class 16 (chain shirt, shield) 
  Hit Points 15 (2d10+4) 
  Speed 30 ft. 
  Proficiency Bonus +2 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  12 (+1) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  13 (+1) 
  Saving Throws Str. +4, Cha. +3 
  Skills Athletics +4, Religion +3 
  Senses passive Perception 11 
  Languages Common, plus one of your choice 
  Divine Authority. When one of the knight’s features requires a 
  creature to make a saving throw, the DC is equal to 8  +  the knight’s 
  proficiency bonus + their Charisma modifier (11 at 1st level). 
  ACTIONS 
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  
  Hit: 6 (1d8 +2) slashing damage. 
  REACTIONS 
  Noble Sacrifice. When a creature the knight can see targets an ally 
  within 5 feet of them with an attack, the knight can swap places with 
  the ally and become the target of the attack instead. 
  
  9th
  75 
  (10d10+20)
  Proficiency Bonus. The knight’s 
  proficiency bonus increases to +4. 
  Holy Blade. The knight’s weapon 
  attacks are magical and deal 
  additional radiant damage equal to 
  the knight’s Charisma modifier. 
  10th
  82 
  (11d10+22)
  Divine Mount. The knight can 
  innately cast find steed once per 
  day. Mounting or dismounting the 
  creature summoned costs only 5 
  feet of movement, and the knight 
  has advantage on saving throws 
  made to avoid falling off the mount.
  11th
  90 
  (12d10+24)
  Jousting. The knight gains the 
  following attack while on their  
  mount: Lance. Melee Weapon 
  Attack. +8 to hit, reach 10 ft., one 
  target. Hit: 10 (1d12+4) piercing 
  damage. If the knight moved at 
  least 20 feet straight toward the 
  target, the attack deals an extra 7 
  (2d6) piercing damage.
  12th
  97 
  (13d10+26)
  Ability Score Improvement. The 
  knight’s Strength score increases to 
  20 (+4) and their Charisma score 
  increases to 14 (+2). 
  Aura of Courage. The knight and 
  friendly creatures within 10 feet 
  can’t be frightened while the knight 
  is conscious.
  13th
  105 
  (14d10+28)
  Proficiency Bonus. The knight’s 
  proficiency bonus increases to +5. 
  Aura of Warding. The knight and 
  friendly creatures within 10 feet 
  have resistance to damage from 
  spells.
  14th
  112 
  (15d10+30)
  Tactical Smite. When the knight 
  uses their divine smite they may 
  expend an additional smite slot to 
  determine if the target has any 
  damage immunities, resistances, or 
  vulnerabilities. If they do so, the 
  knight may choose to deal damage 
  of the type of their choice rather 
  than radiant damage.
  15th
  120 
  (16d10+32)
  Cataphract. While the knight is 
  mounted and isn’t incapacitated, 
  the mount’s amor class is the same 
  as the knight’s, and the knight has 
  advantage on melee attack rolls 
  against any unmounted creature 
  that is smaller than their mount.
  16th
  127 
  (17d10+34)
  On a High Horse. While the knight 
  is mounted, other creatures 
  provoke an opportunity attack 
  when they enter and leave the 
  knight’s reach, even if they take the 
  Disengage action. 
  17th
  135 
  (18d10+36)
  Proficiency Bonus. The knight’s 
  proficiency bonus increases to +6. 
  Aura of Purity. The knight and 
  friendly creatures within 10 feet are 
  always under the effects of a 
  protection from evil and good spell.
  18th
  142 
  (19d10+38)
  Stunning Smite. When the knight 
  hits with a melee weapon attack, 
  they may expend three smite slots 
  to force the target to succeed on a 
  Constitution saving throw or be 
  stunned until the start of the 
  knight’s next turn. 
  19th
  150 
  (20d10+40)
  Martyrdom. When an ally within 60 
  feet that the knight can see dies, 
  the knight can choose to die 
  instead. If they do so, that ally gains 
  temporary hit points equal to the 
  number of hit points the knight had 
  remaining when they died. If a 
  knight dies this way, they cannot be 
  brought back to life by any means 
  short of a wish spell.
  20th
  157 
  (21d10+42)
  Protective Champion (1/day). The 
  knight can use their action to 
  provide the following benefits to 
  allies while they are within 30 feet: 
  • The ally gains 10 temporary hit 
  points at the start of their turn. 
  • The allies have resistance to 
  bludgeoning, piercing, and 
  slashing damage from 
  nonmagical weapons. 
  • The allies have advantage on 
  death saving throws.  
  This effect ends early if the knight is 
  incapacitated or dies.
  9
  BEYOND THE ESSENTIALS
  
  MAGICIAN SIDEKICKS BEYOND 1ST LEVEL
  Level
  Hit Points
  New Features
  2nd
  13 (3d6+3)
  Spellcasting. The magician gains 
  one 1st-level spell slot. The 
  magician also learns another 1st-
  level spell: thunderwave.
  3rd
  18 (4d6+4)
  Ritual Casting. The magician learns 
  the following first-level spells and 
  gains the ability to cast them as 
  rituals: comprehend languages, 
  detect magic, and identify.
  4th
  22 (5d6+5)
  Ability Score Improvement. The 
  magician’s Intelligence score 
  increases to 17 (+3). 
  Cantrip: The magician learns the 
  minor illusion cantrip.
  5th
  27 (6d6+6)
  Proficiency Bonus. The magician’s 
  proficiency bonus increases to +2. 
   
  Spellcasting. The magician gains 
  one 1st-level spell slot and two 
  2nd-level spell slots. The magician 
  also learns two 2nd-level spells: 
  misty step and scorching ray.
  6th
  31 (7d6+7)
  Arcane Recovery. Once per day 
  when the magician finishes a short 
  rest, they may regain expended 
  spell slots. The spell slots can have 
  a combined level that is equal to or 
  less than half the magician’s level 
  (rounded up), and none of the slots 
  can be 6th level or higher. 
  7th
  36 (8d6+8)
  Spellcasting. The magician gains 
  one 2nd-level spell slot and two 
  3rd-level spell slots. The magician 
  also learns two 3rd-level spells: 
  counterspell and fireball. 
  8th
  40 (9d6+9)
  Ability Score Improvement. The 
  magician’s Intelligence score 
  increases to 19 (+4). 
  Cantrip: The magician learns the 
  mage hand cantrip.
  9th
  45 (10d6+10)
  Proficiency Bonus. The magician’s 
  proficiency bonus increases to +4. 
  Spellcasting. The magician gains 
  one 3rd-level spell slot and two 4th-
  level spell slots. The magician also 
  learns two 4th-level spells: 
  banishment and polymorph.
  BEYOND THE ESSENTIALS
  10
  MAGICIAN SIDEKICK 
  1st-level Medium humanoid 
  Armor Class 11 (14 with mage armor) 
  Hit Points 9 (2d6+2) 
  Speed 30 ft. 
  Proficiency Bonus +3 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  13 (+1) 
  12 (+1) 
  15 (+2) 
  14 (+2) 
  10 (+0) 
  Saving Throws Int +4 
  Skills Arcana +4, Sleight of Hand +3 
  Senses passive Perception 12 
  Languages Common, plus one of your choice 
  Spellcasting. The magician’s spellcasting ability is Intelligence. 
  Spell Save DC  = 8 + proficiency bonus + Intelligence 
  modifier  
  Spell attack modiﬁer = proficiency bonus + Intelligence 
  modifier 
  (at first level: spell save DC 12, +4 to hit with spell attacks). 
  Cantrips (at will): acid splash, prestidigitation, shocking grasp 
  1st level (2 slots): magic missile, mage armor 
  ACTIONS 
  Quarterstaff. Melee Attack: +2 to hit, reach 5 ft., one target.  
  Hit: 3 (1d6) bludgeoning damage. 
  
  10th
  49 (11d6+11)
  Lessened Collateral. When the 
  magician casts a spell that forces 
  other creatures to making a saving 
  throw, the magician can choose a 
  number of creatures equal to the 
  spell’s level that they can see. The 
  chosen creatures automatically 
  succeed on their saving throws 
  against the spell, and they take no 
  damage if they would normally take 
  half damage on a successful save.
  11th
  54 (12d6+12)
  Spellcasting. The magician gains 
  one 4th-level spell slot and two 5th-
  level spell slots. The magician also 
  learns two 5th-level spells: hold 
  monster and passwall.
  12th
  58 (13d6+13)
  Ability Score Improvement. The 
  magician’s Intelligence score 
  increases to 20 (+4) and their 
  Dexterity score increases to 14 (+2). 
  Durable Magic. While the magician 
  maintains concentration on a spell, 
  they have a +2 bonus to AC and all 
  saving throws. 
  13th
  63 (14d6+14)
  Proficiency Bonus. The magician’s 
  proficiency bonus increases to +5. 
  Spellcasting. The magician gains 
  one 5th-level spell slot and one 6th-
  level spell slot. The magician also 
  learns two 6th-level spells: 
  disintegrate and Otto’s irresistible 
  dance.
  14th
  67 (15d6+15)
  Double Down (Recharges after a 
  Long or Short Rest). When the 
  magician expends a spell slot to  
  cast a spell that deals damage, they 
  may expend an additional spell slot 
  of the same level to deal maximum 
  damage, instead of rolling. 
  15th
  72 (16d6+16)
  Spellcasting. The magician gains 
  one 7th-level spell slot. The 
  magician also learns one 7th-level 
  spell: teleport. 
  16th
  76 (17d6+17)
  Spell Resistance. The magician has 
  advantage on saving throws against 
  spells and resistance to the damage 
  of spells.
  17th
  81 (18d6+18)
  Proficiency Bonus. The magician’s 
  proficiency bonus increases to +6. 
  Spellcasting. The magician gains 
  one 8th-level spell slot. The 
  magician also learns one 8th-level 
  spell: feeblemind. 
  18th
  85 (19d6+19)
  Effortless Missiles. The magician 
  can cast magic missile at 1st-level 
  at-will, without expending a spell 
  slot.
  19th
  90 (20d6+20)
  Spellcasting. The magician gains 
  one 9th-level spell slot. The 
  magician also learns one 9th-level 
  spell: wish. 
  20th
  94 (21d6+21)
  Signature Spells. The magician can 
  cast counterspell and fireball at 3rd-
  level once each per short rest 
  without expending a spell slot.
  11
  BEYOND THE ESSENTIALS
  
  MEDIC SIDEKICKS BEYOND 1ST LEVEL
  Level
  Hit Points
  New Features
  2nd
  19 (3d8+6)
  Spellcasting. The medic gains one 
  1st-level spell slot. The medic also 
  learns another 1st-level spell: 
  goodberry.
  3rd
  26 (4d8+8)
  Potioncraft. The medic can take 
  one full day of uninterrupted work 
  and 25 gp worth of ingredients to 
  create one potion of healing.
  4th
  32 (5d8+10)
  Ability Score Improvement. The 
  medic’s Wisdom score increases to 
  17 (+3).
  5th
  39 (6d8+12)
  Proficiency Bonus. The medic’s 
  proficiency bonus increases to +3. 
   
  Spellcasting. The medic gains one 
  1st-level spell slot and two 2nd-
  level spell slots. The medic also 
  learns two 2nd-level spells: lesser 
  restoration and prayer of healing.
  6th
  45 (7d8+14)
  Gifted Healer. Whenever the 
  medic uses a spell to restore hit 
  points to a creature, the creature 
  regains additional hit points equal 
  to the medic’s proficiency bonus.
  7th
  52 (8d8+16)
  Spellcasting. The medic gains one 
  2nd-level spell slot and two 3rd-
  level spell slots. The medic also 
  learns two 3rd-level spells: remove 
  curse and revivify. 
  8th
  58 (9d8+18)
  Ability Score Improvement. The 
  medic’s Wisdom score increases to 
  19 (+4). 
  Cantrip: The medic learns the 
  guidance cantrip.
  9th
  65 (10d8+20)
  Proficiency Bonus. The medic’s 
  proficiency bonus increases to +4. 
  Spellcasting. The medic gains one 
  3rd-level spell slot and two 4th-
  level spell slots. The medic also 
  learns two 4th-level spells: death 
  ward and freedom of movement.
  10th
  71 (11d8+22)
  Critical Healing. As a reaction 
  when the medic sees a creature 
  within 30 feet suffer a critical hit, 
  the medic can restore hit points to 
  the creature equal to half of the 
  damage taken.
  BEYOND THE ESSENTIALS
  12
  MEDIC SIDEKICK 
  1st-level Medium humanoid 
  Armor Class 16 (chain shirt, shield) 
  Hit Points 13 (2d8+4) 
  Speed 30 ft. 
  Proficiency Bonus +3 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+1) 
  13 (+1) 
  14 (+2) 
  12 (+1) 
  15 (+2) 
  10 (+0) 
  Saving Throws Wis. +4, 
  Skills Medicine +4, Religion +3, Survival +4 
  Senses passive Perception 13 
  Languages Common, plus one of your choice 
  Spellcasting. The medic’s spellcasting ability is Wisdom. 
  Spell Save DC  = 8 + proficiency bonus + Wisdom modifier  
  Spell attack modiﬁer = proficiency bonus + Wisdom modifier 
  (at first level: spell save DC 12, +4 to hit with spell attacks). 
  Cantrips (at will): spare the dying, thaumaturgy, toll the dead 
  1st level (2 slots): healing word 
  ACTIONS 
  Mace. Melee Attack: +3 to hit, reach 5 ft., one target.  
  Hit: 4 (1d6 +1) bludgeoning damage. 
  
  11th
  78 (12d8+24)
  Spellcasting. The medic gains one 
  4th-level spell slot and two 5th-level 
  spell slots. The medic also learns 
  two 5th-level spells: mass cure 
  wounds and raise dead.
  12th
  84 (13d8+26)
  Ability Score Improvement. The 
  medic’s Wisdom score increases to 
  20 (+4) and their Dexterity score 
  increases to 14 (+2). 
  Potionmaster. When the medic 
  uses their Potioncraft ability they 
  can produce two potions of healing 
  or one potion of greater healing.
  13th
  91 (14d8+28)
  Proficiency Bonus. The medic’s 
  proficiency bonus increases to +5. 
  Spellcasting. The medic gains one 
  5th-level spell slot and one 6th-
  level spell slot. The medic also 
  learns two 6th-level spells: heal and 
  heroes’ feast.
  14th
  97 (15d8+30)
  Battlefield Caster. When the medic 
  uses an action to cast a spell using 
  a spell slot, they can also cast toll 
  the dead as a bonus action. 
  15th
  104 
  (16d8+32)
  Spellcasting. The medic gains one 
  7th-level spell slot. The medic also 
  learns one 7th-level spell: 
  regenerate. 
  16th
  110 
  (17d8+34)
  Revitalizing Spirit. When a friendly 
  creature who has fewer than half of 
  their hit points remaining ends their 
  turn within 60 feet of the medic, the 
  creature regains hit points equal to 
  half the medic’s level.
  17th
  117 
  (18d8+36)
  Proficiency Bonus. The medic’s 
  proficiency bonus increases to +6. 
  Spellcasting. The medic gains one 
  8th-level spell slot. The medic also 
  learns one 8th-level spell: holy aura. 
  18th
  123 
  (19d8+38)
  Max Healing. When the medic 
  would normally roll one or more 
  dice to restore hit points using a 
  spell, they instead use the highest 
  number possible for each die. 
  19th
  130 
  (20d8+40)
  Spellcasting. The medic gains one 
  9th-level spell slot. The medic also 
  learns one 9th-level spell: mass 
  heal. 
  20th
  136 
  (21d8+42)
  Power Word: Heal (1/day). The 
  medic can cast power word heal 
  without expending a spell slot.
  13
  BEYOND THE ESSENTIALS
  
  MINSTREL SIDEKICKS BEYOND 1ST LEVEL
  Level
  Hit Points
  New Features
  2nd
  13 (3d8)
  Song of Rest. When the minstrel 
  performs soothing music during a 
  short rest, they and any 
  companions regain an extra 1d6 hit 
  points.
  3rd
  18 (4d8)
  Distracting Chords. The minstrel 
  may use their Inspiring Song 
  reaction to instead subtract the 
  song die from the ability check, 
  attack roll, or saving throw from an 
  enemy within 60 feet who can hear 
  them. 
  4th
  22 (5d8)
  Ability Score Improvement. The 
  minstrel’s Charisma score increases 
  to 17 (+3).
  5th
  27 (6d8)
  Proficiency Bonus. The minstrel's 
  proficiency bonus increases to +3.
  6th
  31 (7d8)
  Potent Satire. The damage from 
  the minstrel’s Satirical Song 
  increases to 2d4. 
  7th
  36 (8d8)
  Riff of Rescue. When the minstrel 
  takes the disengage action and 
  moves away from an enemy, one 
  ally can choose to take their 
  reaction to move up to their speed 
  towards the minstrel.
  8th
  40 (9d8)
  Ability Score Improvement. The 
  minstrel’s Charisma score increases 
  to 19 (+4). 
  Expanded Repertoire. The song 
  die for the minstrel’s Inspiring Song 
  reaction increases to 1d8. 
  9th
  45 (10d8)
  Proficiency Bonus. The minstrel’s 
  proficiency bonus increases to +4. 
  Word Travels Fast. When the 
  minstrel and their companions 
  encounter a humanoid, the minstrel 
  must make a DC 15 Charisma 
  (Performance) check. On a success, 
  that humanoid is familiar with an 
  embellished account of the party’s 
  recent actions and behaves 
  accordingly. 
  BEYOND THE ESSENTIALS
  14
  MINSTREL SIDEKICK 
  1st-level Medium humanoid 
  Armor Class 14 (studded leather) 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
  Proficiency Bonus +2 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  14 (+2) 
  10 (+0) 
  13 (+1) 
  12 (+1) 
  15 (+2) 
  Saving Throws Dex +4, Cha +4 
  Skills History +3, Performance +4, Persuasion +4 
  Senses passive Perception 11 
  Languages Common, plus one of your choice 
  By Popular Demand. Among friendly humanoids, a minstrel can 
  always find a place to perform songs of their companions’ 
  triumphs and misfortunes, earning their party free lodging and 
  food of a modest standard. 
  ACTIONS 
  Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 
  ft., one target. Hit: 5 (1d6+2) piercing damage. 
  Rapier. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 6 
  (1d8+2) piercing damage. 
  Satirical Song. A creature within 60 feet must succeed on on a 
  Wisdom saving throw or take 1d4 psychic damage and have 
  disadvantage on the next attack roll it takes before the end of its 
  next turn. The DC is equal to 8 + the minstrel’s proficiency bonus 
  + the minstrel’s Charisma modifier (12 at 1st level). 
  REACTIONS 
  Inspiring Song. When an ally within 60 feet of the minstrel who 
  can hear them makes an ability check, attack roll, or saving throw, 
  the minstrel adds a song die, 1d6, to the roll. The number of times 
  this ability may be used between each long rest is determined by 
  the minstrel's Charisma modifier (2 at 1st level).  
  
  10th
  49 (11d8)
  Call for Encore. When an ally takes 
  the attack action on their turn, the 
  minstrel can use their reaction to 
  allow that ally to attack one 
  additional time as part of that 
  action.
  11th
  54 (12d8)
  Keep Strumming. The minstrel can 
  use an action to grant each ally 
  within 30 feet 10 temporary hit 
  points. The temporary hit points are 
  immediately lost at the start of the 
  minstrel’s next turn, or if the 
  minstrel uses their reaction or 
  becomes restrained or 
  incapacitated.
  12th
  58 (13d8)
  Ability Score Improvement. The 
  minstrel’s Charisma score increases 
  to 20 (+4) and their Intelligence 
  score increases to 14 (+2). 
  Stinging Satire. The damage from 
  the minstrel’s Satirical Song 
  increases to 3d4. 
  13th
  63 (14d8)
  Proficiency Bonus. The minstrels’s 
  proficiency bonus increases to +5. 
  Expanded Repertoire. The song 
  die for the minstrel’s Inspiring Song 
  reaction increases to 1d10. 
  14th
  67 (15d8)
  Focusing Melody. When an ally 
  fails a saving throw to maintain 
  concentration on a spell, the 
  minstrel can use their reaction to 
  allow the ally to reroll the saving 
  throw at advantage. 
  15th
  72 (16d8)
  Crowd Pleaser. When the minstrel 
  performs for at least ten minutes, 
  they can cause humanoids who 
  watched and listened to succeed 
  on a DC 15 Wisdom saving or be 
  charmed for one hour. While 
  charmed in this way, the crowd 
  idolizes the subject of the minstrel’s 
  performance, speaking glowingly of 
  them and nonviolently hindering 
  anyone who opposes them. If a 
  member of the crowd succeeds on 
  their saving throw, they don’t 
  understand what all the fuss is 
  about.
  16th
  76 (17d8)
  Discombobulate (Recharges after 
  a Short or Long Rest). The minstrel 
  can use their reaction when a 
  creature is in the process of casting 
  a spell to attempt to disrupt the 
  casting. If the minstrel succeeds on 
  a Charisma (Performance) check 
  with a DC equal to the caster’s spell 
  save DC, the spell fails and has no 
  effect, and the caster must roll on 
  the Wild Magic Surge table on 
  page 104 of the Player’s Handbook.
  17th
  81 (18d8)
  Proficiency Bonus. The minstrel’s  
  proficiency bonus increases to +6. 
  Expanded Repertoire. The song 
  die for the minstrel’s Inspiring Song 
  reaction increases to 1d12. 
  18th
  85 (19d8)
  Uncharacteristically Heroic 
  Stupidity. When an ally within 30 
  feet of the minstrel would be 
  reduced to 0 hit points by a 
  physical effect the minstrel can see, 
  the minstrel may use their reaction 
  to move that distance to the ally 
  without taking opportunity attacks 
  and take the damage themself 
  instead. If the amount of damage 
  would not reduce the minstrel to 0 
  hit points, it does so. 
  19th
  90 (20d8)
  Wait, Do You Mean… Once per 
  cycle of the moon, the minstrel 
  inexplicably has credible 
  knowledge on a topic of their 
  choice, and treats the result on all 
  Intelligence checks regarding that 
  topic as a 19 on the d20 roll.  
  Devastating Satire. The damage 
  from the minstrel’s Satirical Song 
  increases to 4d4. 
  20th
  94 (21d8)
  Master of Improvisation. When 
  the minstrel rolls initiative and has 
  no uses of their Inspiring Song 
  reaction left, they regain one use. 
  15
  BEYOND THE ESSENTIALS
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Paul Metzger/Sidekicks Beyond the Essentials.pdf