Retainers

RETAINERS

A retainer is a character that has pledged themself to a PC character, serving them in and out of combat.

Lieutenants

Retainers may act as lieutenants in charge of the PC's units, followers, strongholds, or other ventures while the PC is away. Your lieutenant is a trusted advisor whom you can rely on to do your bidding and carry out your orders. Because of this, lieutenants let you take Demesne or Realm Actions even when you are out adventuring.

Each month, each unoccupied retainer can be committed to one Realm Actions, such as dealing with problems in your domain. For example, people in your domain complain that a den of wolves has set up in the forest and you send your retainer to hunt them down.

If you gain multiple retainers, they can be sent to deal with problems and quests to small for you to handle yourself. You may also however bring retainers with you on your adventure.

Running a Retainer: Simpler than Players

A PC is complex and detailed, making them hard to run. Therefore, a retainer is simplified. Retainers have fewer options but are still powerful.

Health Levels, Not Hit Points

A retainer has Health Levels equal to the level or hit die. For your retainer, draw a number of boxes equal to their level and cross one when they lose a health level. Alternatively, use a die to track their health levels, moving the upwards-facing number to reflect their current health level.

Each time they take damage, they make a CON saving throw against a DC of the average damage of that attack (ask your DM). If they succeed they take no damage. If they fail, they lose one Health Level per Die of the damage. If they lose their final Health Level, they fall unconscious and use the normal rules for dying.

A retainer regains one Health Level for each die of healing they receive (e.g., second level cure wounds: 2 health levels) and regain one Health Level each short rest.

Abilities and Skills

When a retainer card refers to PB, this is the proficiency bonus of their leader PC.

A retainer has a Primary Ability with a modifier and PB added. All other abilities are +2.

A retainer has Primary Skills with a modifier and PB added. All other skills are +2.

Combat: Initiative, Saving Throws

A retainer acts on the same turn as their leader PC, after the PC.

A retainer adds PB to Saving Throws of their Primary Ability, all other saving throws are +3.

Combat: Actions and Attacks

A retainer may take all actions any other character may take (e.g., shove, use an item). Additionally, a retainer has a Signature Move they may perform each round as an action. If a retainer gains Extra Attack, they make an additional Signature Move. As they level up, a retainer also gains Special Actions which may be used once per encounter and x number of times a day.

If your PC hits with an attack, their retainer automatically hits with their attack against any target. If your PC misses their attack, then the retainer rolls to hit as normal. For this, a spell that prompts an enemy to make a saving throw counts as an attack.

Experience

A retainer gains a level every other time your PC gains a level, capping out at level 7.

Example Retainer
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