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Kàliya Nà

Sorcerer 5 Class & Level
Noble Background
Nà Shue Race
Lawful Evil Alignment

Strength 11
+0
Dexterity 16
+3
constitution 16
+3
intelligence 16
+3
wisdom 16
+3
charisma 17
+3
Total Hit Dice 5
Hit Die 1d6+3
3 proficiency bonus
12 Passive perception
0 Strength
3 Dexterity
6 Constitution
3 Intelligence
3 Wisdom
6 Charisma
saving throws
6 Acrobatics
3 Animal Handling
6 Arcana
0 Athletics
3 Deception
3 History
4 Insight
3 Intimidation
3 Investigation
3 Medicine
3 Nature
6 Perception
3 Performance
6 Persuasion
3 Religion
3 Sleight of Hands
3 Stealth
3 Survival
skills
15
AC
39
Hit Points
3
Initiative
30 feet
Speed
Armor: None
Weapons: Daggers, darts, slings, quarterstaves, light crossbows
Tools: None


Wush, Oinoe, Ael
Proficiencies
NameBonusDamageType
Fire Bondage 1d20+6 1d4+2 Fire
Fire Whip 1d20+6 1d4+2 Fire
Dagger 1d20+6 1d4+1 Piercing
Fire Bolt | Attack: 1d20+5 | Deals 1d10 fire damage
Shocking Grasp | Attack: 1d20+5 advantage vs. metal | Deals 1d8 lightning damage
Acid Splash | Dex saving throw | Deals 1d6 acid damage
Burning Hands | Dex saving throw (half damage on success) | Deals 3d6 fire damage
Witch Bolt | Attack: 1d20+5 sustained | Deals 1d12 lightning damage per turn
Scorching Ray | Attack: 1d20+5 for each ray | Deals 2d6 fire damage per ray Attacks

Cantrips


Fire Bolt
Shocking Grasp
Minor Illusion

Level 1 spells


Burning Hands
Witch Bolt

Level 2 spells


Scorching Ray
Suggestion
Invisibility

Level 3 spells


Fireball
Spellcasting
2 Daggers +1, An Arcane Focus (5 rings), Dungeoneers pack (Includes: a Backpack, a Crowbar, a Hammer, 10 pitons, 8 torches, a Tinderbox, 3.5 days of Rations, a Waterskin, 50 feet of Hempen rope)
Equipment
I am conniving & plotting but loyal & honest.
Personality Traits
Power. if I can attain more power I can fulfill my goals.
Ideals
I am mana linked to my twin Mànsa Devi. I am also loal to my deceased grandmother.
Bonds
I hide a secret that could ruin my family. I am very paranoid.
Flaws

Traits


Keen Senses - Your Nà Shue heritage gives you proficiency in Perception
Flexible - Acrobatics proficiency
Half-blood Nà - Resistant to fire, minor snake transformation, +1 Dex, Con
Educated - +1 to intelligence
Royalty - Persuasion Proficiency

Features


Swap Spells


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

Font of Magic


At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. Sorcery Points: You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest. Flexible Casting: You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. Creating Spell Slots: You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Spell Slot Level: Sorcery Point Cost 1st: 2 2nd: 3 3rd: 5 4th: 6 5th: 7 Converting a Spell Slot to Sorcery Points: As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.

Metamagic


At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. Careful Spell: When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. Distant Spell: When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. Empowered Spell: When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell. Extended Spell: When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. Heightened Spell: When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell. Quickened Spell: When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. Subtle Spell: When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components. Twinned Spell: When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

Serpent of Flame


You can unleash the fire that blazes within you. As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals, and you transform into a large snake. For 1 minute, you gain the following benefits: •You shed bright light in a 30-foot radius and dim light for an additional 30 feet. •Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you. •Whenever you roll fire damage on your turn, the roll gains a bonus to equal to your Charisma modifier. Once you use this feature, you can’t use it again until you finish a long rest.
Features & Traits

Created by

Engineeric.

Statblock Type

Character Sheet (2018)

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