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Patrice

3 Level (0/2700 XP for level-up) Background Skeleton Race / Species / Heritage Lawful Neutral Alignment
Warrior
Level 3
Hit Dice: 3/3
1d8+2 Class 1

STR
19
+4
DEX
14
+2
CON
15
+2
INT
6
-2
WIS
8
-1
CHA
5
-3
27
Hit Points
+2
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+6 Strength
+2 Dexterity
+2 Constitution
-2 Intelligence
-1 Wisdom
-3 Charisma
saving throws
+4 Acrobatics DEX
-1 Animal Handling WIS
-2 Arcana INT
+4 Athletics STR
-3 Deception CHA
-2 History INT
-1 Insight WIS
-3 Intimidation CHA
-2 Investigation INT
skills
-1 Medicine WIS
-2 Nature INT
+1 Perception WIS
-3 Performance CHA
-3 Persuasion CHA
-2 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
-1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Pike +6 STR 1d10+4 piercing
 heavy, reach, two-handed
Net +4 DEX
 special, thrown (5/15 ft.)
Attacks
Martial Role

1st-level Warrior feature

Each warrior focuses on offense or defense in their training. Choose one of the following options:

Attacker. The sidekick gains a +2 bonus to all attack rolls.

Defender. The sidekick can use its reaction to impose disadvantage on the attack roll of a creature within 5 feet of it whose target isn't the sidekick, provided the sidekick can see the attacker.

Second Wind

2nd-level Warrior feature

The sidekick can use a bonus action on its turn to regain hit points equal to 1d10 + its level in this class. Once it uses this feature, it must finish a short or long rest before it can use it again.

The sidekick can use this feature twice between rests starting at 20th level

Improved Critical
3rd-level Warrior feature

The sidekick's attack rolls score a critical hit on a roll of 19 or 20 on the d20.

Features & Traits
Hide Armor, Pike, Net

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Light armor, medium armor, heavy armor, shields

Simple weapons, martial weapons

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

DnD 5e PHB

Pike

Weapon

Common

Heavy, Reach, Two-Handed

Heavy
Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.

Reach
This weapon adds 5 ft to your reach when you attack with it.

Two-Handed
This weapon requires two hands to use.

Type Damage Damage Range
Martial Melee 1d10 Piercing 10 ft

Cost: 5gp
Weight: 18 lb

DnD 5e PHB

Net

Weapon

Common

Special, Thrown

Range
A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Special (Net)
A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

Thrown
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.

Type Damage Damage Range
Martial Ranged 0 None 5/15 ft

Cost: 1gp
Weight: 3 lb

DnD 5e PHB

Hide

Armor (Medium)

Common

Type AC STR Req. Stealth Dis.
Medium 12 + Dex modifier (max 2) No

Cost: 10gp
Weight: 12 lb

Gauntlets of Ogre Power

Wondrous Item

Uncommon Requires Attunement

Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.


The statblocks of your class features

UA/Slightly Tweaked

Sidekick (Warrior)

A warrior sidekick grows in martial prowess as it fights by your side. It might be a soldier, a town guard, a battle-trained beast, or any other creature honed for combat. A sidekick gains the following class features as it gains levels in this class, as summarized on the Warrior table.
hit dice: The sidekick gains one additional hit die of the base creature's type for each Expert level (1d8 if the base creature does not have a specified hit die).
hit points at 1st level: HP from Creature/NPC Stat Block
hit points at higher levels: 1d10 (or the sidekick's hit die type) + Constitution Modifier
armor proficiencies: All Armor, Shields
weapon proficiencies: Simple Weapons, Martial Weapons
tools: None
saving throws: Dexterity, Strength, or Constitution (unless the sidekick is already proficient with two or more saving throws).
skills: A number of skills of your choice that the sidekick is proficient with up to a maximum of three skills.
starting equipment:
None
spellcasting:
None
class features:

Bonus Proficiencies

At 1st level, the sidekick gains proficiency in one saving throw of your choice: Strength, Dexterity, or Constitution. In addition, the sidekick gains proficiency in three skills of your choice from the following list: Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival. If the sidekick is a humanoid, it also gains proficiency with all armor, shields, and simple and martial weapons.  

Second Wind

Starting at 1st level, the sidekick can use a bonus action on its turn to regain hit points equal to 1d10 + its level in this class. Once it uses this feature, it must finish a short or long rest before it can use it again. The sidekick can use this feature twice between rests starting at 18th level.  

Danger Sense

Beginning at 2nd level, the sidekick has advantage on Dexterity saving throws against effects that it can see, such as traps and spells. This feature doesn’t work if the sidekick is incapacitated.  

Improved Critical

Starting at 3rd level, the sidekick’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.  

Ability Score Improvement

At 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can’t increase an ability score above 20 using this feature.  

Extra Attack

Beginning at 5th level, the sidekick can attack twice, instead of once, whenever it takes the Attack action on its turn. The number of attacks increases to three when the sidekick reaches 11th level and to four when it reaches 20th level.  

Battle Readiness

After the sidekick reaches 7th level, it has advantage on initiative rolls.  

Indomitable

Starting at 9th level, the sidekick can reroll a saving throw that it fails, but it must use the new roll. When it uses this feature, it can’t use the feature again until it finishes a long rest. The sidekick can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.  

Improved Defense

At 10th level, the sidekick’s Armor Class increases by 1.  

Superior Critical

Starting at 15th level, the sidekick’s attack rolls score a critical hit on a roll of 18–20 on the d20.
subclass options:
None
LevelProficiency BonusFeatures
1st+2Bonus Proficiencies, Second Wind (1 use)
2nd+2Danger Sense
3rd+2Improved Critical
4th+2Ability Score Improvement
5th+3Extra Attack (1 extra)
6th+3Ability Score Improvement
7th+3Battle Readiness
8th+3Ability Score Improvement
9th+4Indomitable (1 use)
10th+4Improved Defense
11th+4Extra Attack (2 extra)
12th+4Ability Score Improvement
13th+5Indomitable (2 uses)
14th+5Ability Score Improvement
15th+5Superior Critical
16th+5Ability Score Improvement
17th+6Indomitable (3 uses)
18th+6Second Wind (2 uses)
19th+6Ability Score Improvement
20th+6Extra Attack (3 extra)

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

DMG

Skeleton (NPC race)

ability score increase: Dex +2; Int -4; Cha -4
age:
Size: Medium
speed: 30ft
Languages: You can't speak, but you can understand the languages you knew in life.
race features:
Brittle Bones. You are vulnerable to bludgeoning damage.
Undead Nature. You are immune to poison damage and exhaustion, and you can't be poisoned. You don't require air, food, drink, or sleep.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Black bones. After taking a total of 100 fire dmg, the skeletons become immune to fire damage.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Cerveau23.

Statblock Type

Character Sheet (latest)

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