| +4 | Expertise Bonus | |
| +2 | Proficiency Bonus |
| +1 | Strength | |
| +2 | Dexterity | |
| +3 | Constitution | |
| -4 | Intelligence | |
| +1 | Wisdom | |
| -2 | Charisma |
| +2 | Acrobatics | DEX | |
| +1 | Animal Handling | WIS | |
| -4 | Arcana | INT | |
| +1 | Athletics | STR | |
| -2 | Deception | CHA | |
| -4 | History | INT | |
| +1 | Insight | WIS | |
| -2 | Intimidation | CHA | |
| -4 | Investigation | INT |
| +1 | Medicine | WIS | |
| -4 | Nature | INT | |
| +3 | Perception | WIS | |
| -2 | Performance | CHA | |
| -2 | Persuasion | CHA | |
| -4 | Religion | INT | |
| +2 | Sleight of Hand | DEX | |
| +4 | Stealth | DEX | |
| +1 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Bite | +6 | DEX | 2d4+2 | Piercing | |
| If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. | |||||
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn’t incapacitated.
Attacker. The sidekick gains a +2 bonus to all attack rolls.
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's attack rolls score a critical hit on a roll of 19 or 20 on the d20.
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.