{"name":"Kamari Radwa (Kama)","class":"Sorcerer","level":"5","background":"Outlander","race":"Tabaxi ","alignment":"Neutral","ac":"12","initiative":"2","speed":"30ft Walking \/ x2 Combat Speed (Re-use after turn of 0 ft move)","hitpoints":"35","hitdice":"6","hitdicenumber":"5","strength":"12","dexterity":"15","constitution":"16","intelligence":"16","wisdom":"13","charisma":"18","passivewisdom":"11","proficiencybonus":"3","str_save":"","dex_save":"","con_save":"2","int_save":"","wis_save":"","cha_save":"4","acrobatics":"","animalhandling":"","arcana":"3","athletics":"3","deception":"6","history":"","insight":"","intimidation":"","investigation":"","medicine":"","nature":"","perception":"4","performance":"","persuasion":"","religion":"","sleightofhands":"","stealth":"5","survival":"3","proficiences":"RACE\r\n * Ability Score Increase: Your Dexterity increases by 2, and your charisma increases by 1.\r\n * Languages:  Speak, Read, and Write Common, Elvish and Primordial.\r\n * Cat's Talent: Proficiency in the Perception and Stealth skills.\r\n * 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.\r\n\r\nCLASS \r\nArmor: None\r\nWeapons: Daggers, darts, slings, quarterstaves, light crossbows\r\nTools: None\r\nSaving Throws: Constitution, Charisma\r\n\r\nBACKGROUND\r\n* Instrument of my choice\r\n","features":"RACE\r\n   * Age: equivalent to humans.\r\n   *  Alignment: tend toward chaotic alignments. Very rarely are evil.\r\n   * Size: taller than humans, slender. Your size is Medium\r\n   * Speed: Your base walking speed is 30 feet.\r\n   * Dark-vision: Cat\u2019s 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\u2019t discern color in darkness only shades of gray.\r\n   * 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.\r\n\r\nCLASS\r\nSpellcasting, Sorcerous Origin\r\n\r\nFEATURE\r\n* Wonderer\r\n* Wild Magic:\r\n   MAGIC SURGE\r\n   Immediately after you cast a sorcerer spell of 1st level 1\r\n   or higher, the DM can have you roll a d20. If you roll a\r\n   I, roll on the Wild Magic Surge table to create a random\r\n   magical effect.\r\n   TIDES OF CHAOS\r\n   Starting at 1st level, you can manipulate the forces of\r\n   chance and chaos to gain advantage on one attack roll,\r\n   ability check, or saving throw. Once you do so you must\r\n   have a long rest before you can use this feature again.\r\n   Any time before you regain the use of this feature, the\r\n   DM can have you roll on the Wild Magic Surge table\r\n   immediately after you cast a sorcerer spell of 1st level or\r\n   higher. You then regain the use of this feature. ","attackstable":"Level | Name | Casting Time | Range | Components | Duration | Damage | Extra","attacks":"   Random roll [roll:1d4][roll:1d6][roll:1d8][roll:1d10][roll:1d12][roll:1d20][roll:1d100]\r\n\r\nLv0: FIRE BOLT\/ 1 action\/ 120 ft\/ V, S\/ Instantaneous\/ 2d10 fire damage\/ Target: Creature or Object\r\n\r\nLv0: POISON SPRAY\/ 1 action\/ 10 ft\/ V, S\/ Instantaneous\/ 2d12 poison damage\/ Negates by Constitution Save throw\r\n\r\nLv1: MAGIC MISSILE (x3) \/1 action\/ 120 ft\/ V, S\/ Instantaneous\/ 1d4+ 1 Force damage per missile\r\n\r\nLv1: 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. \r\n\r\nLv2: ALTER SELF (NATURAL WEAPONS)\/ 1 action\/ Self\/ V, S\/ Con 1hr\/ 1d6 + 1\r\n\r\nLv2: 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","spellcasting":"* Spell Save DC : 14\r\n* Spell Attack Modifier: 6 \r\n* 5 sorcery points\r\n\r\nLevel: Name\/ Cast Time\/ Range\/ Components\/ Duration\/ Purpose\/ Extra\r\nLv0: MENDING\/ 1 min\/ Touch\/ V, S, M( 2 lodestones)\/ Instantaneous\/ Fix broken things\r\n\r\nLv0: 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.\r\n\r\nLv0: 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.\r\n\r\nLv1: 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. \r\n\r\nLv1: FEATHER FALL\/ 1 reaction\/ 60ft\/ V, M( s feather or piece of down)\/ 1 min\/ Stop fall\/ up to 5 people\r\n\r\nLv1: 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\r\n\r\nLv2: ENHANCE ABILITY\/ 1 action\/ Touch\/ V, S, M( fur or feather)\/ Con 1hr\/\r\nBEAR'S ENDURANCE: advantage on Constitution checks and  gains 2d6 temporary hit points, \r\nBULL'S STRENGTH: advantage on Strength checks and carrying capacity doubles,\r\nCAT'S GRACE: advantage on Dexterity checks and doesn\u2019t take damage from falling 20 feet or less,\r\nEAGLE'S SPLENDOR:  target has advantage on Charisma checks, FOX'S CUNNING:  advantage on Intelligence checks,\r\nOWL'S WISDOM: advantage on Wisdom checks.\r\n\r\nLv2: ALTER SELF\/ 1 action\/ Self\/ V, S\/ Con 1 hr\/ \r\nAQUATIC ADAPTATION: Sprouts gills and grows webbing between your fingers. You can breathe underwater and gain a swimming speed = to walking speed.\r\nCHANGE 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.\r\n\r\nLv2: 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 \r\n\r\nLv3: 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.\r\n\r\nLv3: COUNTER-SPELL\/ 1 reaction\/ 60 ft\/ S\/ Instantaneous\/ To stop spell casting\/ Lv3> fails, Lv4<ability check\r\n","traits":"","ideal":"","bond":"","flaw":"","spellbook_0":"CANTRIPS\r\n1) FIRE BOLT\r\nCasting Time: 1 action\r\nRange: 120 feet\r\nComponents: V, S\r\nTarget: creature or object\r\nDuration: Instantaneous\r\nYou hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.\r\n\r\n2) MENDING\r\nCasting time: 1 Minute\r\nRange: Touch\r\nComponents: V, S, M (two lodestones)\r\nDuration: Instantaneous\r\n\r\nThis spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can\u2019t restore magic to such an object.\r\n\r\n3) POISON SPRAY\r\nCasting time: 1 Action\r\nRange: 10 feet\r\nComponents: V, S\r\nDuration: Instantaneous\r\n\r\nYou extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. This spell\u2019s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12)\r\n\r\n\r\n4) PRESTIDIGITATION\r\nCasting time: 1 Action\r\nRange: 10 feet\r\nComponents: V, S\r\nDuration: Up to 1 hour\r\n\r\nThis spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:\r\n\r\n    You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire.\r\n    You instantaneously clean or soil an object no larger than 1 cubic foot.\r\n    You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.\r\n    You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.\r\n    You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.\r\n    At your DM's discretion, you may produce other effects with a similar level of power.\r\n\r\nIf you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.\r\n\r\n\r\n5) BLADE WARD\r\nCasting Time: 1 action\r\nRange: self\r\nTarget: single\r\nComponents: V, S\r\nDuration: 1 round\r\nSaving Throw: No\r\nConcentration: No\r\n\r\nYou extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.\r\n","spellbook_1":"1) COMPREHEND LANGUAGES\r\nLevel 1 Divination (Ritual)\r\nCasting time: 1 Action\r\nRange: Self\r\nComponents: V, S, M (a pinch of soot and salt)\r\nDuration: 1 hour\r\n\r\nFor the duration, you understand the literal meaning of any spoken language that you hear. You also understand any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface of which the words are written. It takes about 1 minute to read one page of text. This spell doesn\u2019t decode secret messages in a text or glyph, such as an arcane sigil, that isn\u2019t part of a written language.\r\n\r\n2) SLEEP\r\nCasting time: 1 Action\r\nRange: 90 feet\r\nComponents: V, S, M (a pinch of find sand, rose petals, or a cricket)\r\nDuration: 1 minute\r\n\r\nThis 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\u2019s hit points from the total before moving on to the creature with the next lowest hit points. A creature\u2019s 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\u2019t affected by this spell.\r\n\r\nAt 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.\r\n\r\n\r\n3) MAGIC MISSILE\r\nEvocation\r\nLevel: 1st\r\nCasting Time: 1 action\r\nRange: 120 feet\r\nComponents: V, S\r\nDuration: Instantaneous\r\n\r\nYou create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.\r\n\r\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.\r\n\r\n4) FEATHER FALL\r\nLevel: 1st\r\nTransmutation\r\nCasting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls\r\nRange: 60 feet\r\nComponents: V, M (a small feather or piece of down)\r\nDuration: 1 minute\r\n\r\nChoose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.","spellbook_2":"1) ENHANCE ABILITY\r\n2nd-level transmutation\r\nCasting Time: 1 action\r\nRange: Touch\r\nComponents: V, S, M (fur or a feather from a beast)\r\nDuration: Concentration, up to 1 hour\r\n\r\nYou touch a creature and bestow upon it a magical enhancement. Choose one of the following effects: the target gains the effect until the spell ends.\r\n\r\nBEAR'S ENDURANCE. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.\r\nBULL'S STRENGTH. The target has advantage on Strength checks, and his or her carrying capacity doubles.\r\nCAT'S GRACE. The target has advantage on Dexterity checks. It also doesn\u2019t take damage from falling 20 feet or less if it isn\u2019t incapacitated.\r\nEAGLE'S SPLENDOR. The target has advantage on Charisma checks.\r\nFOX'S CUNNING: The target has advantage on Intelligence checks.\r\nOWL'S WISDOM: The target has advantage on Wisdom checks.\r\n    At Higher Levels. When you cast this spell using a spell slot of 3rd                   level or higher, you can target one additional creature for each slot level above 2nd.\r\n\r\n\r\n2) ALTER SELF\r\nTransmutation\r\nLevel: 2nd\r\nCasting Time: 1 action\r\nRange: Self\r\nComponents: V, S\r\nDuration: Concentration, up to 1 hour\r\n\r\nYou assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.\r\n\r\nAQUATIC ADAPTATION: You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.\r\nCHANGE APPEARANCE: You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can\u2019t appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can\u2019t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.\r\nNATURAL WEAPONS: You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.\r\n\r\n3) WEB\r\n2nd-level conjuration\r\nCasting Time: 1 action\r\nRange: 60 feet\r\nComponents: V, S, M (a bit of spiderweb)\r\nDuration: Concentration, up to 1 hour\r\n*You conjure a mass of thick, sticky webbing at a point of your choice. The webs fill 20-foot cube. The webs are difficult terrain and lightly obscure their area.\r\n*webs aren\u2019t anchored between two solid masses or layered across a floor, wall, or ceiling, collapses on itself. Webs layered over a flat surface have a depth of 5 feet.\r\n*Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.\r\n*A creature restrained by the webs can use its action to make a Strength cheek against your spell save DC. If it succeeds, it is no longer restrained.\r\nThe webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.\r\n","spellbook_3":"WATER WALK\r\n3rd-level transmutation (ritual)\r\nCasting Time: 1 action\r\nRange: 30 feet\r\nComponents: V, S, M (a piece of cork)\r\nDuration: 1 hours\r\n\r\nThis spell grants the ability to move across any liquid surface\u2013such as water, acid, mud, snow, quicksand, or lava\u2013as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.\r\n\r\nIf you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.\r\n\r\nCOUNTERSPELL\r\n3rd-level abjuration\r\nCasting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell.\r\nRange: 60 feet\r\nComponents: S\r\nDuration: Instantaneous\r\n\r\nYou attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell\u2019s level. On a success, the creature\u2019s spell fails and has no effect.\r\n\r\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.\r\n","spellbook_4":"","spellbook_5":"","spellbook_6":"","spellbook_7":"","spellbook_8":"","spellbook_9":"","armsandequipment":"    ","feats":"","cp":"","sp":"","ep":"","gp":"80","pp":"","equipment":"    * Quarter Staff\r\n    * Arcane Focus \r\n    * Explorer's pack\r\n    * Two daggers\r\n    * Staff\r\n    * Hunting Trap\r\n    * Trophy from killed animal \r\n    * Set of Travelers Clothes\r\n    * Pouch of 10 Gold Pieces ","inspiration":"","class_resources":"","hitpoints_current":"","hitpoints_temp":"","hitpoints_temp_current":"","conditions":"","xp":"","xp_to_next_level":"","hit_dice_used":"","spellslot_1":"3","spellslot_2":"","spellslot_3":"","spellslot_4":"","spellslot_5":"","spellslot_6":"","spellslot_7":"","spellslot_8":"","spellslot_9":"","tags":"","isShared":"1","templateId":"26","blockId":"103526"}