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Hannibal Apep

8 Level (0/48000 XP for level-up) Scout Background Variant Human Race / Species / Heritage Chaotic Neutral Alignment
Rogue (Assassin)
Level 3
Hit Dice: 3/3
1d8+1 Class 1
Ranger (Gloom Stalker)
Level 3
Hit Dice: 3/3
1d10+1 Class 2
Fighter (
Level 2
Hit Dice: 2/2
1d10+1 Class 3

STR
9
-1
DEX
20
+5
CON
12
+1
INT
10
+0
WIS
16
+3
CHA
14
+2
56
Hit Points
+8
Initiative (DEX)
19
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
16
Passive Perception
Spellcasting ...
+6 Attack mod
WIS Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-1 Strength
+8 Dexterity
+1 Constitution
+3 Intelligence
+3 Wisdom
+2 Charisma
saving throws
+8 Acrobatics DEX
+3 Animal Handling WIS
+0 Arcana INT
-1 Athletics STR
+2 Deception CHA
+3 History INT
+6 Insight WIS
+2 Intimidation CHA
+3 Investigation INT
+9 Martial WIS
+8 Thieves's Tools DEX
+8 Smithing Tools DEX
skills
+3 Medicine WIS
+0 Nature INT
+9 Perception WIS
+2 Performance CHA
+5 Persuasion CHA
+0 Religion INT
+8 Sleight of Hand DEX
+11 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Golden Justice +10 DEX 1d12+5 Piercing
 Ammunition, Ranged (30/90), Loading (6), Symbiotic
Shortsword +8 DEX 1d6+5 Slashing
 Finesse, light
Dagger +8 DEX 1d4+5 Slashing
 Finesse, light, thrown (range 20/60)
Shortbow +8 DEX 1d6+5 Piercing
 Ammunition (range 80/320), two-handed
Threaded Cane +2 STR 1d6/1d4[b/s* -1] Bluddeoning/Slashing
 Finesse, Transforming w/ Reach (10ft)
Attacks

Spell Book

Feats:

Gunner:
Increase your Dexterity score by 1, to a maximum of 20.
You gain proficiency with firearms (see "Firearms" in the Dungeon Master's Guide). You ignore the loading property of firearms.
Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.

Piercer:
Increase your Strength or Dexterity by 1, to a maximum of 20.
Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll.
When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.

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Racial:

Ability Scores: Choose any two unique +1.
Languages: You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
Skills: You gain proficiency in one skill of your choice.
Feat: You gain one feat of your choice.

------
Class:

Rogue:

Expertise:
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

Sneak Attack:
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves’ Cant:
During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action:
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Bonus Proficiencies:
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.

Assassinate:
Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Ranger:

Favored Foe:
You can call on your bond with nature to mark a creature as your favored enemy for a time: you know the hunter's mark spell, and Wisdom is your spellcasting ability for it. You can use it a certain number of times without expending a spell slot and without requiring concentration—a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Fighting Style:
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options.
You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.

Deft Explorer:
You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class.

Canny (1st Level) Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.
You can also speak, read, and write two additional languages of your choice.
When you gain the Spellcasting feature at 2nd level, hunter's mark doesn't count against the number of ranger spells you know.

Primeval Awareness:
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.

Gloom Stalker Magic:
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Dread Ambusher:
At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.

Umbral Sight:
At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

Fighter:

Fighting Style:
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Defense: While you are wearing armor, you gain a +1 bonus to AC.

Second Wind:
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge:
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

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RP Gained:

Prismatic Blue Knight Gem: Grants Purity of Body; Your mastery of the ki flowing through you makes you immune to disease and poison.

Features & Traits
0 PP / 2300GP / 0 SP / 0 CP

Leather armor
Shortsword
Daggers (2)
Shortbow
Quiver of Arrows (20)
daggers (2)
Thieves’ tools

(Burglar's Pack)
----
Backpack
Bag of 1,000 Ball bearings
10 feet of string
Bell
Candles (5)
Crowbar
Hammer
Pitons (10)
Hooded lantern
Flasks of Oil (2)
Days of Rations (5)
Tinderbox
Waterskin
50 feet of Hempen rope
----
potion of Vitality
Healing Potion (2)
Greater Healing Potion (2)
Superior Healing Potion (1)
Prismatic Blue Knight Gem

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: , Platinum: 0 Money
Spellcasting:
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.

Spell Slots
The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.

Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the ranger spell list.

The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier.

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Goodberry
Cure Wounds
Zephyr Strike
Disguise Self
Spellcasting
Language: Common, Abyssal, Infernal, Celestial.
Armor: Light armor, Medium armor, Shields
Weapons: Simple weapons, Martial weapons, Firearms
Tools: Thieves’ tools, Smithing Tools, Disguise kit, Poisoner's kit.

Languages & Proficiencies
[“Golden Justice”]


Description: A silent revolver made out of human teeth
2 lb, Symbiotic, Ranged: 30/90, Loading (6)
Rarity: Soulbound Rare
Damage: 1d12 Piercing

Analytic Scope: You have advantage on martial checks

Inspecting Ammunition - Every Shot charges a 'Knowledge gauge'

Knowledge Gauge - When you hit with this weapon, you gain 1 token up to a maximum of 4. You lose all tokens, if you are knocked unconscious or don't hit a target within 1 minute. You can expend tokens on the following effects:

Increased Efficiency - Expending 2 Tokens Allows you to have advantage on your next attack if you already possess advantage then you roll 3d20kh1.

Deadly Precision - Expending 4 Tokens Allows you to automatically crit on your next attack

[Locked] - Sentience - Only you know it's true name and invoking it may awaken the weapon at a risk to yourself. (((-----/----)))

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On the barrel it says ‘Alea Iacta Est’ which means ‘The die has been cast’.
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3 Augment slots - You may find special cores to add into the weapon to add or augment abilities

Augment 1: ---

Augment 2: ---

Augment 3: ---

Notes


™ & © 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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