Kamari Radwa (Kama) | Character Sheet (2018) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Kamari Radwa (Kama)

Sorcerer 5 Class & Level
Outlander Background
Tabaxi Race
Neutral Alignment

Strength 12
+1
Dexterity 15
+2
constitution 16
+3
intelligence 16
+3
wisdom 13
+1
charisma 18
+4
Total Hit Dice 5
Hit Die 1d6+3
3 proficiency bonus
11 Passive perception
0 Strength
0 Dexterity
2 Constitution
0 Intelligence
0 Wisdom
4 Charisma
saving throws
0 Acrobatics
0 Animal Handling
3 Arcana
3 Athletics
6 Deception
0 History
0 Insight
0 Intimidation
0 Investigation
0 Medicine
0 Nature
4 Perception
0 Performance
0 Persuasion
0 Religion
0 Sleight of Hands
5 Stealth
3 Survival
skills
12
AC
35
Hit Points
2
Initiative
30ft Walking / x2 Combat Speed (Re-use after turn of 0 ft move)
Speed
RACE
* Ability Score Increase: Your Dexterity increases by 2, and your charisma increases by 1.
* Languages: Speak, Read, and Write Common, Elvish and Primordial.
* Cat's Talent: Proficiency in the Perception and Stealth skills.
* Cat's Claws: Climbing speed of 20 feet. Claws are natural weapons and make unarmed strikes. a hit = slashing damage 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

CLASS
Armor: None
Weapons: Daggers, darts, slings, quarterstaves, light crossbows
Tools: None
Saving Throws: Constitution, Charisma

BACKGROUND
* Instrument of my choice

Proficiencies
LevelNameCasting TimeRangeComponentsDurationDamageExtra
Random roll 1d4 1d6 1d8 1d10 1d12 1d20 1d100

Lv0: FIRE BOLT/ 1 action/ 120 ft/ V, S/ Instantaneous/ 2d10 fire damage/ Target: Creature or Object

Lv0: POISON SPRAY/ 1 action/ 10 ft/ V, S/ Instantaneous/ 2d12 poison damage/ Negates by Constitution Save throw

Lv1: MAGIC MISSILE (x3) /1 action/ 120 ft/ V, S/ Instantaneous/ 1d4+ 1 Force damage per missile

Lv1: SLEEP/ 1 action/ 90 ft/ V, S, M( pinch of sand, rose petals, or a cricket)/ 1 min/ 5d8 radial affect 20 ft/ Hits creatures from low-high hp left, only affects if damage makes hp 0.

Lv2: ALTER SELF (NATURAL WEAPONS)/ 1 action/ Self/ V, S/ Con 1hr/ 1d6 + 1

Lv2: WEB/ 1 action/ 60 ft/ V, S, M( bit of spiderweb)/ Con 1hr/ 2d4 fire damage to any creature that starts in fire/ Fire burns away web in 1 round Attacks
* Spell Save DC : 14
* Spell Attack Modifier: 6
* 5 sorcery points

Level: Name/ Cast Time/ Range/ Components/ Duration/ Purpose/ Extra
Lv0: MENDING/ 1 min/ Touch/ V, S, M( 2 lodestones)/ Instantaneous/ Fix broken things

Lv0: PRESTIDIGITATION/ 1 action/ 10ft/ V, S/ 1hr/ instantaneous harmless sensory effects (5 senses), light or snuff out fire, Clean or soil objects < 1 cubic ft, Chill or Warm or Flavor < 1 cubic ft for 1hr, Make color or small mark or symbol for 1hr, Create non-magical trinket or illusory image that can fit in hand for 1 turn/ Can cast multi times and have 3 active at same time.

Lv0: BLADE WARD/ 1 action/ self/ V, S/ 1 round/ resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks/ No save throw, No Con, Target: Single.

Lv1: COMPREHEND LANGUAGES/ 1 action/ Self/ V, S, M( a pinch of soot and salt)/ 1 hr/ Understand spoken, the literal meaning, and written language( have to touch page 1pg=1min) of ANY language./ Does not decode secret message in text or glyph.

Lv1: FEATHER FALL/ 1 reaction/ 60ft/ V, M( s feather or piece of down)/ 1 min/ Stop fall/ up to 5 people

Lv1: SLEEP/ 1 action/ 90ft/ V, S, M(a pinch of find sand, rose petals, or a cricket)/ 1min/ 5d8 (radial of 20ft) total is how many hp of creatures spell affects/ start from creature with low-high hp, attack points must lower hp to 0 to work, DNW on Undead or un-charmable creatures

Lv2: ENHANCE ABILITY/ 1 action/ Touch/ V, S, M( fur or feather)/ Con 1hr/
BEAR'S ENDURANCE: advantage on Constitution checks and gains 2d6 temporary hit points,
BULL'S STRENGTH: advantage on Strength checks and carrying capacity doubles,
CAT'S GRACE: advantage on Dexterity checks and doesn’t take damage from falling 20 feet or less,
EAGLE'S SPLENDOR: target has advantage on Charisma checks, FOX'S CUNNING: advantage on Intelligence checks,
OWL'S WISDOM: advantage on Wisdom checks.

Lv2: ALTER SELF/ 1 action/ Self/ V, S/ Con 1 hr/
AQUATIC ADAPTATION: Sprouts gills and grows webbing between your fingers. You can breathe underwater and gain a swimming speed = to walking speed.
CHANGE APPEARANCE: Including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics. You can make yourself appear as a member of another race.

Lv2: WEB/ 1 action/ 60 ft/ V, S, M( bit of spiderweb)/ Con 1hr/ Makes webs to fill a up to a 20ft cube to trap creatures/ A creature restrained by the webs can use its action to make a Strength check to escape

Lv3: WATER WALK/ 1 action/ 30ft/ V, S, M( piece of cork)/ 1 hr/ move across any liquid surface or bring up from liquid (60 ft/min)/ up to 10 people, heat damage still possible.

Lv3: COUNTER-SPELL/ 1 reaction/ 60 ft/ S/ Instantaneous/ To stop spell casting/ Lv3> fails, Lv4<ability check

Spellcasting
* Quarter Staff
* Arcane Focus
* Explorer's pack
* Two daggers
* Staff
* Hunting Trap
* Trophy from killed animal
* Set of Travelers Clothes
* Pouch of 10 Gold Pieces
Equipment

Personality Traits

Ideals

Bonds

Flaws
RACE
* Age: equivalent to humans.
* Alignment: tend toward chaotic alignments. Very rarely are evil.
* Size: taller than humans, slender. Your size is Medium
* Speed: Your base walking speed is 30 feet.
* Dark-vision: Cat’s keen senses especially in the dark. 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. Can’t discern color in darkness only shades of gray.
* Feline Agility: your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

CLASS
Spellcasting, Sorcerous Origin

FEATURE
* Wonderer
* Wild Magic:
MAGIC SURGE
Immediately after you cast a sorcerer spell of 1st level 1
or higher, the DM can have you roll a d20. If you roll a
I, roll on the Wild Magic Surge table to create a random
magical effect.
TIDES OF CHAOS
Starting at 1st level, you can manipulate the forces of
chance and chaos to gain advantage on one attack roll,
ability check, or saving throw. Once you do so you must
have a long rest before you can use this feature again.
Any time before you regain the use of this feature, the
DM can have you roll on the Wild Magic Surge table
immediately after you cast a sorcerer spell of 1st level or
higher. You then regain the use of this feature.
Features & Traits

Created by

SunCat.

Statblock Type

Character Sheet (2018)

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