![]() For the ones I'm working on, the Pilot is specialized to make the spelljammer or other vehicle operate optimally but not much else, and the Tinkerer has infusions like the artificer with some tool proficiencies but no spells or cool subclass powers to cover maintenance and repair of spelljammers plus being a good general technical assistant for any other mad scientist wizards or artificers out there. So, each has one main schtick, and each one is still weaker than at least one PC class at it. Finally, the Spellcaster is slightly more than half as good as a PC full caster. Expert is a skill specialist with the cool help-as-a-bonus-action thing, but that's pretty much it, they're not actually as useful to the party as a Bard or a Rogue probably would be. Warrior is a competent violence-doer, but not actually as impressive as the actual martial classes. So, in 5e sidekick classes are each very focused on their own thing, and also intentionally not as strong as a PC class. Obviously it was rather easy to get very strong characters, or at least characters without the normal weaknesses, and it was generally dismissed as cheesy, although of course some people loved it. ![]() So, for example, a fighter/wizard might take the hit die and BAB from the fighter class, and improve spellcasting from the wizard class. ![]() Who remembers Gestalt classes from 3/3.5? If you don't, basically it was a different version of multiclassing where you advanced in both classes each time you leveled, taking the best option anytime there was overlap, or just getting extra class features when there wasn't. So, I was thinking about homebrewing some sidekick classes for Spelljammer, and that got me thinking about sidekick classes in general, and I had a weird idea that might potentially be cool?
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