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3 Level (0/2700 XP for level-up) Charlatan Background Apeling Race / Species / Heritage Chaotic Neutral Alignment
Rogue (Arcane Trickster)
Level 3
Hit Dice: 3/3
1d8+2 Class 1

STR
12
+1
DEX
19
+4
CON
14
+2
INT
15
+2
WIS
10
+0
CHA
14
+2
24
Hit Points
+4
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
35/30
Speed (walk/run/fly)
10
Passive Perception
Spellcasting ...
+4 Attack mod
INT Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+6 Dexterity
+2 Constitution
+4 Intelligence
+0 Wisdom
+2 Charisma
saving throws
+6 Acrobatics DEX
+0 Animal Handling WIS
+2 Arcana INT
+3 Athletics STR
+4 Deception CHA
+2 History INT
+0 Insight WIS
+2 Intimidation CHA
+4 Investigation INT
skills
+0 Medicine WIS
+2 Nature INT
+0 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+2 Religion INT
+8 Sleight of Hand DEX
+6 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier +6 DEX 1d8+4 piercing
 Finesse
Dagger +6 DEX 1d4+4 piercing
 Finesse, Light, Thrown (range 20/60)
Shortbow +6 DEX 1d6+4 piercing
 Ammunition, Range 80/320, Two-Handed
Attacks

Spell Book

Traits:

Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score by 1.

Age. Apelings mature faster than humans, reaching adulthood by the age of 12, and commonly live to be around 150 years old.

Alignment. Apelings' love for adventure and energetic personalities often cause them to be more chaotic.

Size. Apelings are shorter but weigh about as much as most humans. Your size is Medium.

Speed. Your base walking speed is 35 feet.

Adept Climbers. Your natural agility gives you a climbing speed of 30 feet. You can also climb across ceilings, as long as you have something to hold on to.

Eager Mind. If you find someone who has a skill proficiency you don't have and they agree to teach you, you can spend a short or long rest learning that skill proficiency. You lose that skill proficiency at the end of your next long rest. You can only have one new skill proficiency learned this way at a time.

Empty Stomach. You burn through your energy faster than most humanoids and require twice as much food as a creature your size requires each day.

Heavy Slumber. During a long rest, anyone trying to wake you up must make a DC 15 Charisma ability check. Taking damage will wake you up as will being thrown into or splashed with water.

Limit Break. Apelings are always striving to push themselves. As a reaction, when you fail Strength, Dexterity or Constitution ability check or saving throw, you can remake the check and take the new result. Once you use this ability, you can't use it again until you complete a long rest.

Skills of the Primate. You have proficiency in either Acrobatics or Athletics. You can use your feet and tail as if they were hands. If you use both of your feet simultaneously to interact with an object, your speed becomes 0.

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.

Languages. You can speak, read and write Common and one other language of your choice.

Feats:

Observant. Quick to notice details of your environment, you gain the following benefits:
-Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
-If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
-You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Features & Traits
Leather Armor, (2) Daggers, thieves' tools, quiver of (20) arrows, a burgular's pack, a set of fine clothes, a disguise kit, a signet ring of an imaginary duke

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money
Languages: Common, Goblin, Thieves' Cant
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves' tools, Disguise kit, forgery kit

Languages & Proficiencies
Mischeavous, Stubborn, Prideful, Insecure

Personality Traits


™ & © 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.

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Homebrew

Apeling

Apelings são uma fusão de características humanas e de macacos. Essa relação é evidente em seus pelos, caudas, presas e outras características. Porém, sua inteligência, tamanho maior e postura mais bípede sugerem alguma proximidade com a humanidade. Os macacos são ligeiramente menores que os humanos, mas ainda são médios. Geralmente têm músculos mais definidos que os dos macacos, embora ainda sejam bastante esguios, mantendo uma aparência bastante atlética. As cores da pele incluem preto, marrom, vermelho, laranja e cinza. O pelo branco costuma ser um “sinal” de grandeza inerente. Os apelings envelhecem rapidamente, atingindo a idade adulta completa em apenas 12 anos. Embora os macacos tenham uma expectativa de vida apenas um pouco mais longa do que os humanos, sua natureza ativa e estilo de vida significam que eles passam os anos mais rápido do que um ser humano, colocando sua expectativa de vida média em 100 anos. Poucos macacos cuidadosos e mais quietos podem viver para ver 150 anos e geralmente ocupam funções como líderes e chefes tribais. Apesar de envelhecerem rapidamente, os macacos não sentem os efeitos habituais da velhice até meses antes de sua morte, muitos ainda se aventurando no último ano de vida.
ability score increase: Dex +2 Car +1
age: Apelings amadurecem mais rápido que os humanos, atingindo a idade adulta aos 12 anos e geralmente vivem cerca de 450 anos.
alignment: O amor dos Apelings pela aventura e pelas personalidades enérgicas muitas vezes os torna mais caóticos.
Size: Medium
speed: 35 FT.
Languages: Common
race features:
Escaladores Adeptos. Sua agilidade natural lhe dá uma velocidade de subida de 9 metros. Você também pode escalar tetos, desde que tenha algo em que se segurar.   Mente ansiosa. Se você encontrar alguém que tenha uma habilidade que você não possui e ele concordar em lhe ensinar, você pode passar um descanso curto ou longo aprendendo essa proficiência. Você perde a proficiência dessa habilidade no final do seu próximo descanso longo. Você só pode aprender uma nova proficiência em habilidade dessa maneira por vez.   Estômago vazio. Você queima sua energia mais rápido do que a maioria dos humanóides e precisa do dobro de comida que uma criatura do seu tamanho precisa diariamente.   Sono Pesado. Durante um descanso longo, qualquer um que tentar acordá-lo deve fazer um teste de Carisma CD 15. Receber dano irá acordá-lo, assim como ser jogado ou respingado de água.   Limite de quebra. Apelings estão sempre se esforçando para se esforçar. Como reação, quando você falhar no teste de habilidade ou teste de resistência de Força, Destreza ou Constituição, você pode refazer o teste e obter o novo resultado. Depois de usar esta habilidade, você não poderá usá-la novamente até completar um descanso longo.   Habilidades do Primaz. Você tem proficiência em Acrobacia ou Atletismo. Você pode usar os pés e a cauda como se fossem mãos. Se você usar ambos os pés simultaneamente para interagir com um objeto, sua velocidade se tornará 0.   Visão no escuro. Você pode ver na penumbra a até 18 metros de você como se fosse uma luz brilhante, e na escuridão como se fosse uma luz fraca. Você não consegue discernir cores na escuridão, apenas tons de cinza.

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Level 0 Spells

PHB

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds.
At higher levels: At 5th Level. You can ignore the verbal component of this spell. When you cast this spell, you can make the hand appear fully corporeal, albeit featureless.
At 11th Level. The spell's range increases to 60 feet. When you cast this spell, you can make the hand appear with any features and adornments you like, as long as it retains the general structure of a hand, such as an armored gauntlet, bestial paw or a bloody dismembered limb.
At 17th Level. The hand can carry up to 20 pounds and can be made to appear twice as large.
Available for: Bard, Sorcerer, Warlock, Wizard

Replacement Series

Friends (Befriend)

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: Self
Components: S, M
Materials: (1 copper piece, which the spell consumes)
Duration: Concentration, up to 10 minutes
You ensorcel one creature you can see within range, compelling them to like and trust you. For the duration, you have advantage on Charisma (Persuasion) or Charisma (Deception) checks to interact with the target. Afterward, the target is aware you magically influenced it, and becomes hostile toward you. A violent creature might attack you, while others might spread word of your treachery, summon the authorities, or otherwise attempt to thwart you.
At higher levels: At 5th Level. The creature realizes that you used magic to influence its mood but may not turn hostile toward you based on its disposition. A creature prone to violence might still attack you or seek retribution in other ways.
At 11th Level. You can substitute the somatic and material components of this cantrip with a verbal component that you can weave into a sentence by including the word "friend".
At 17th Level. This spell does not require concentration when you cast it. The creature realizes you have used magic on it 1 minute after the spell ends.
Available for: Bard, Sorcerer, Warlock, Wizard

Player's Handbook 5E (WoC)

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: 1 action
Range/Area: 30 ft
Components: Somatic, Material
Materials: A bit of fleece
Duration: 1 minute
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.   If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.   If you create an image of an object- such as a chair, muddy footprints, or a small chest- it must be no larger than a 5ft cube. The image cannot create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.   If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
At higher levels: At 5th Level. When you cast the spell, you can delay its manifestation by up to 1 minute, after which the effect occurs as normal.
At 11th Level. The spell has a range of 60 feet.
At 17th Level. You can create an image of flowing liquid or a cacophony of sounds no louder than a scream.
Available for: Bard, Sorcerer, Warlock, Wizard

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