Pointy Hat - The Partner System
Pointy Hat - The Partner System
Hello! This is Playtest Content! As such, it might change in time, this is not a final release.
There’ll be channels to give feedback on this article and future articles soon!
DISCLAIMER: This material is protected under the copyright laws of the United States of
America. Any reproduction or unauthorized use of the material or artwork contained herein is
prohibited without the express written permission of its author.
This product is a work of fiction.
A Word of Warning:
All Pointy Hat content is considered playtest content and is subject to change, but the partner
system more than any other is a work in progress and will change and grow with time.
Information that you see here will be updated and modified with time.
I. The Basics
Here you’ll find the baseline information on what partners are and the role they play in the
game.
Class:
All partners belong to one of three classes. Partners are not able to multiclass, so choose
wisely!
● Caster: Partners that specialize in ranged attacks and magical effects. They are the
weakest in terms of damage-dealing and HP, but compensate for this with their very high
utility, able to alter the battlefield or attack from a distance.
● Bruiser: Partners that specialize in up-close combat and damage dealing. They are the
highest damage-dealers of all classes, and also bring utility to the table at the cost of a
lower HP pool.
● Tank: Partners that specialize in protecting their allies by taking the enemy’s attacks.
They have the highest HP pool and decent damage, but lack utility.
A partner’s class influences all aspects of what that partner can do both in and out of combat.
From AC, to HP, to available skills and ability scores.
Armor Class:
A partner’s natural armor class depends on their class. At level 1:
A partner’s AC increases by one when they reach 5th level, 11th, level, and 17th level.
Equipment has been severely simplified, since the goal of the system is not for you to manage
both your player character’s and your partner’s inventory. Equipment for partners tends to be
pricier than for player characters, since it has to be made to size to account for their wildly
different shapes (this also allows your players to have something to spend their gold on):
Hit Dice:
Partners have a hit dice pool equal to their level. The same rules for calculating HP that apply to
player characters apply to partners. Their hit die depends on their class:
● Caster: d6
● Bruiser: d8
● Tank: d10
Your partner adds a +1 to their hit dice rolls, including those made to increase their maximum
HP when they level up. This increases to a +2 at level 5, a +3 at level 11, and a +4 at level 17.
If your partner’s HP reaches 0, they drop unconscious and use the death saving throw rules.
Ability Checks and Saving Throws are equal to your partner’s proficiency bonus. If the check or
saving throw is made with their Main Ability, they double their proficiency bonus.
Skill checks: add half the partner’s Proficiency Bonus, rounded up. If it’s one of the skills
associated with their Main Ability, they instead double their proficiency bonus.
For example, a caster partner with Intelligence as their Main Ability and a proficiency bonus of
+3 would have a +6 to their Arcana, History, Investigation, Nature, and Religion checks; a +2 to
all other skill checks; a +6 to their Intelligence checks and saving throws; and a +3 to all other
saving throws.
Action Economy:
Partners only have an action and a reaction per turn. They can use their action to make a
Partner Attack or use one of the moves that consumes their action, as well as to perform any
action that any player character can do, such as help, hide, dash, disengage, etc. When your
partner makes an opportunity attack, they use their Partner Attack.
Partner Attacks:
A Partner Attack is the basic attack. They perform this attack using their Main Ability, and it
grows in accuracy and power as they level up. The range and damage die depend on the
partner’s class:
The bonus to attack and damage rolls changes to a +2 at 5th level, +3 at 11th level, +4 at 17th
level.
When creating a Caster partner, choose two of the damage types available for casters. Your
caster partner will then choose which one of the two damage types available to them they wish
to inflict whenever they use their Partner Attack.
When creating a Bruiser or Tank partner, choose one damage type among the damage types
available for Bruisers and Tanks. That will be the damage dealt by your partner’s Partner Attack.
At level 5, your partner’s Partner Attacks count as magical for the purpose of overcoming
resistance and immunity to non magical attacks and damage. Caster Partner Attacks count as
magical for this purpose from level 1.
Learned Moves:
Your partner knows two moves at level 1. They learn an additional move at levels 5, 11, and 17.
Some moves can only be taken with a specific main ability, such as Strength or Dexterity. There
are more moves that only those partners with Strength as their Main Ability can take to make up
for the fact that those with Dexterity as their Main Ability have more skills associated with their
main ability.
V. Move List:
The moves available to your partner depend on their class.
Caster Moves:
Sharpshooter: passive move
The range of your partner's Partner Attack is 120 feet.
Bruiser Moves:
Reach: passive move
The range of your partner's attack is 10 feet.
Tank Moves:
Reach: passive move
The range of your partner's attack is 10 feet.