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The Warrior

7 Level (0/34000 XP for level-up) Background Race / Species / Heritage Alignment
Warrior
Level 7
Hit Dice: 7/7
1d8+1 Class 1

STR 12

+1

DEX 16

+3

CON 12

+1

INT 10

+0

WIS 14

+2

CHA 12

+1

45
Hit Points
+3
Initiative (DEX)
14
Armor Class (AC)
+3
Prof. Bonus
40
Speed (walk/run/fly)
15
Passive Perception
Second Wind / Second Wind
1
Spellcasting ...
+5 Attack mod
WIS Ability
+2 Abi Mod
13 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+1 Strength
+6 Dexterity
+1 Constitution
+0 Intelligence
+2 Wisdom
+1 Charisma
saving throws
+3 Acrobatics DEX
+2 Animal Handling WIS
+0 Arcana INT
+4 Athletics STR
+1 Deception CHA
+3 History INT
+2 Insight WIS
+1 Intimidation CHA
+0 Investigation INT
skills
+2 Medicine WIS
+0 Nature INT
+5 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+3 Religion INT
+3 Sleight of Hand DEX
+6 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Bite +6 DEX 2d4+3+3 piercing
 Melee Weapon Attack reach 5 ft., If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone
Attacks

Spell Book

Feat: Fey Touched
the misty step spell and one 1st-level spell of your choice. (longrest)

Keen Hearing and Smell. The warrior has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The warrior has advantage on an attack roll against a creature if at least one of the warriors allies is within 5 ft. of the creature and the ally isn't incapacitated.

Bonus Proficiencies
Martial Role
-Defender (reaction disadvantage 5 feet)

Second Wind (1 use) 1d8+level

Improved Critical

Ability Score Improvement

Extra Attack (1 extra)

Battle Readiness Advantage on initiative rolls.

Features & Traits
Collar

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Spellsave DC: 13
= 8 + prof + wis
Spellcasting
Perception, Stealth, History, Religion

Ancient Helian

Languages & Proficiencies
The Littlest Hobo

Personality Traits
Knowledge

Ideals
Friendship and good deeds

Bonds
Dislikes armored individuals
Despises The Black Mist, and the shadow Isles

Flaws
Background: Forgotten
Race: Beast?
Alignment: Neutral Good

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
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

The statblocks of your class features

The Warrior (Sidekick)

The Warrior
Level Proficiency bonus Features
1st +2 Bonus Proficiencies, Martial Role
2nd +2 Second Wind (1 use)
3rd +2 Improved Critical
4th +2 Ability Score Improvement
5th +3 -
6th +3 Extra Attack (1 extra)
7th +3 Battle Readiness
8th +3 Ability Score Improvement
9th +4 -
10th +4 Improved Defense
11th +4 Indomitable (1 use)
12th +4 Ability Score Improvement
13th +5 -
14th +5 Ability Score Improvement
15th +5 Extra Attack (2 extra)
16th +5 Ability Score Improvement
17th +6 -
18th +6 Indomitable (2 uses)
19th +6 Ability Score Improvement
20th +6 Second Wind (2 uses)
hit dice: the creatures hitdice
hit points at 1st level: the creatures hitpoints
hit points at higher levels: the creatures hitdice + con
armor proficiencies: all
weapon proficiencies: all
tools:
saving throws: One of: Strength, Dexterity, or Constitution.
skills: Two of: Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.
starting equipment:
spellcasting:
class features:

BONUS PROFICIENCIES

1st-level Warrior feature The sidekick gains proficiency in one saving throw of your choice: Strength, Dexterity, or Constitution.  In addition, the sidekick gains proficiency in two skills of your choice from the following list: Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.   The sidekick gains proficiency with all armor, and if it is a humanoid or has a simple or martial weapon in its stat block, it gains proficiency with shields and all simple and martial weapons.  

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.  

ABILITY SCORE IMPROVEMENT

4th-level Warrior feature At 4th level and again at 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

6th-level Warrior feature 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 15th level.   If the sidekick has the Multiattack action, it can use Extra Attack or Multiattack on a turn, not both.  

BATTLE READINESS

7th-level Warrior feature The sidekick has advantage on initiative rolls.  

IMPROVED DEFENSE

10th-level Warrior feature The sidekick's Armor Class increases by 1.  

INDOMITABLE

11th-level Warrior feature 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 18th level.
subclass options:

Statblocks for your familiars, mounts etc.

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Statblocks for your spells.

Level 1 Spells

PHB, Page 260

Misty Step

2-level Conjuration

Casting Time: 1 Bonus Action
Range/Area: Self
Components: V
Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Available for: Sorcerer, Warlock, Wizard

Sleep

1-level Enchantment

Casting Time 1 action
Range 90ft
Duration 1 minute
Components V, S, M
Materials A pinch of find sand, rose petals, or a cricket

This spell sends creatures into a magical slumber. Roll 5d8 , the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).  
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.  
Undead and creatures immune to being charmed aren't affected by this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
2nd level: 7d8 hit points affected
3rd level: 9d8 hit points affected
4th level: 13d8 hit points affected
5th level: 15d8 hit points affected
6th level: 17d8 hit points affected
7th level: 19d8 hit points affected
8th level: 21d8 hit points affected
9th level: 23d8 hit points affected

Class(es): Bard, Sorcerer, Wizard

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