DnT Followers Rules

**Followers**

Running a character is a complicated process, being a very detailed character will tons of skills, abilities, and weaknesses. However, if players make use of many followers, or even a small regiment, all the tracking, subtracting, and actions it can quickly become a very tedious process.

A follower is side kick that does not require the same amount of detail has a PC would, and to that effect their stats and mechanics are simplified and streamlined.

**Leader**

Whenever a follower joins your adventuring group, the players or the DM will dictate the follower´s *Leader*. The player will then receive the “Follower Card” and run the follower accordingly.

The term is referenced in various actions and abilities.

**Health Level**

A Follower does not track hitpoints, but rather Health Levels. A Followers Health Level is equal to his level. Each time a Follower takes damage, they immediately lose 1 Health Level for each die of damage.

*Suppose an Earth Elemental does a Slam Attack (2d8 + 5) on a 5th level follower, if the attack is successful and beats the follower´s AC, the follower will lose 2 Health Levels, having only 3 remaining.*

Pretty simple. One roll, check off some boxes on a success and move on.

**Healing**

Followers regain 1 Health Level per short rest, and each die of healing used recovers one Health Level. Much like we assume an attack on a follower does damage, just not enough to matter, likewise, healing done also helps, just not enough to move the needle, saving the healing for your PC friends.

Followers regain all health levels on a long rest.

**Armor Class**

Followers have an AC much like a normal PC would, but the most common numbers are:

·        Light Armor is AC 13

·        Medium Armor is AC 15

·        Heavy Armor is AC 18

**Skills and Stats**

All followers come with a small description of their abilities and skills they are skilled or very unskilled at. If nothing else is stated about a certain ability or saving throw, simply assume a +0 modifier.

**Actions**

Followers get all the actions a normal PC would. They can move and act, and they get reactions, bonus actions and opportunity attacks.

Additionally, all followers come with a *Signature Ability* they can make each round. And as they gain levels, they may unlock *Special Actions* (Usually spells for spell casters). Each special action is limited in its uses per day, and may require a roll or a spell save, as stated on the ability.

**Attacking**

Making an attack roll for your follower is just going to slow everything down, and if you want that you can simply treat him as you would a normal PC.

Instead, if your PC (as in the followers leader) hits an enemy, your follower hits with its *Signature Ability*, even if you and your follower are attacking different targets. Your success inspired your follower.

If you miss or simply don’t attack on your turn, then you can make an attack roll for your follower. For these purposes, a spell or ability that prompts an enemy to make a saving throw counts has as an attack.

**Experience and Level Up**

Your follower levels up once every two times your PC levels up, usually capping at 7th level. However, your DM is free to increase the level limit, the follower´s stats, rolls, DCs, and basically change and tweak has he sees fit.