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Karma
Level 5 (0/14000 XP for level-up)
Background Ronin
Size Medium
Species Human
Fighter (Samurai)
Subclass Samurai
Level 5
Hit dice 5/5
1d10+1

STR 15
+2
STR save: +2
DEX 18
+4
DEX save: +4
CON 13
+1
CON save: +4
INT 10
+0
INT save: +0
WIS 13
+1
WIS save: +1
CHA 8
-1
CHA save: -1

Initiative (DEX)
+4
Speed
30
Passive Perception
14
Heroic Inspiration
Armor Class (AC)
16
Birthmark
Hit Points
49 / 49
Death Saves
Succeeded
Failed
Exhaustion


Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Katana +4 DEX 1d8+2+4 Slashing
  Properties: Finesse Vex
Flintlock Pistol +2 STR 1d10+2 Piercing
  Properties: Loading, Range 30/90 Vex
Shamisen +2 STR 1d4+2 Bludgeoning
  Properties: Reach, Heavy Slow
Armor ( AC Mod: +0 )
W T  Armor AC D Properties
Birthmark 16 Weightless
Skills
P/E Bonus Skill Abi
+4 Acrobatics DEX
+1 Animal Handling WIS
+0 Arcana INT
+5 Athletics STR
-1 Deception CHA
+0 History INT
+4 Insight WIS
+5 Intimidation CHA
+0 Investigation INT
+1 Medicine WIS
+0 Nature INT
+4 Perception WIS
+2 Performance CHA
-1 Persuasion CHA
+0 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+4 Survival WIS

+6 Expertise Bonus
+3 Proficiency Bonus
Spell Book
Money
Copper: 1, Silver: 14, Electrum: 0, Gold: 0, Platinum: 0
Treasure and Equipment
Loot Pouch - Located on the sash that ties her kimono together, it holds both her coins and general goods as she has never carried much with her at a time. This is likely privy to change relatively soon.
Jerky - Stored with her coins, likely not very sanitary to do so. Enough to ration for a little over a week.
Proficiencies, Languages, and Talents
Speaks Common
Marked Body can specially translate celestial both speech and reading (though she isn't particularly aware of this), celestials can see she is marked by a deity, and her common is naturally translated to celestials.
Features & Traits

Level 1: Fighting Style


You gain a Fighting Style feat of your choice (see chapter 5). Defense is recommended.

Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.

Level 1: Second Wind


You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.

You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.

Level 1: Weapon Mastery


Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.

When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.

Level 2: Action Surge


You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.

Once you use this feature, you can’t do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.

Level 2: Tactical Mind


You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn’t expended.

Level 3: Fighter Subclass


You gain a Fighter subclass of your choice. The Battle Master, Champion, Eldritch Knight, and Psi Warrior subclasses are detailed after this class’s description. A subclass is a specialization that grants you features at certain Fighter levels. For the rest of your career, you gain each of your subclass’s features that are of your Fighter level or lower.

Fighting Spirit


Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.

You can use this feature an amount of times equal to your proficiency bonus. You regain all expended uses of it when you finish a long rest.

Level 4: Ability Score Improvement


You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, and 16.

Level 5: Extra Attack


You can attack twice instead of once whenever you take the Attack action on your turn.

Level 5: Tactical Shift


Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.

Savage Attacker


You've trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target.

Tough


Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points.

Dueling


When you're holding a Melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Mage Slayer


Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

Concentration Breaker. When you damage a creature that is concentrating, it has Disadvantage on the saving throw it makes to maintain Concentration.

Guarded Mind. If you fail an Intelligence, a Wisdom, or a Charisma saving throw, you can cause yourself to succeed instead. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.
Backstory
Karma is a towering (8'3) human of substantial build and dons a smoothly white kimono adorned with a pattern of black roses that fade to white near the hems. Karma has a wild, fluffy, unkempt lions mane (neck fur does not apply) of jet black hair that cascades down her shoulders and to her hips. Karma's skin is tanned and weathered by her constant traversal of the road, never staying in one place too long if she can help it. Particularly, Karma's indifference to personal hygiene can be most noticeable in close quarters. Karma's facial features are sharp, usually ending in points. Her eyebrows are thick and almost always furrowed, creating a permanent frustrated crease between her good eye and the eternally-bandaged half of her face. Her eye is slanted and bares a dull black iris and pupil of identical color, leaving the only color on her body to be her amber skin.

Karma's right arm and right eye were both taken in the horrific attack on her home continent, Naiid, by a Man of Irredeemable Evil of which she was the only survivor, being left for dead. The entire right half of her body is charred to black over the severe arcane burns she had received in the attack, this is usually covered through excessive bandaging. Her missing arm is hidden by the loose sleeves of her kimono, and she uses no prosthetic, rather, a shamisen is tied to her stump with rope, useful as an tool to regain some of the body's natural balance, as well as a bludgeoning implement for surprise attacks. Hilted at her hip is her main weapon and what she has spent her years since the attack practicing; a katana. The blade of the katana is black with a razor's edge of silver metal (not silver material, silver in color) due to exorbitant sharpening. It's tsuba is the symbol of yin and yang, and it's tsuka is comprised of black and white bindings. She also carries a concealed firearm in the overlap of her kimono, though nothing extravagant; a flintlock pistol.

Karma was raised as Hanabi Jubilee, with the whole of Naiid treating her as a boon of good luck and a blessed child due to her birthmark encompassing her back baring a perfect resemblance to the village's guardian deity's emblem, Hanabi was also born with gigantism, which was treated as part of the blessing due to it's rarity of course and the general lack of strong hands in the village at the time. Overall, Hanabi was raised right, if not garnering a little bit of an ego, moreso than the usual child, due to the elevated way she was treated. Other children were eager to befriend her and to watch her show off both her natural strength, and her gained strength as she developed a passion for athleticism and fitness in general. She was always happy to help out others in need, and carried with her an aura of boundless joy to share with her people. One of her early talents and hobbies was learning to play the shamisen.

The continent she lived on was named Naiid, though considered to be part of the mainlands territory. The isle kept to itself, not necessarily a hermit land but not engaging in trade or any sort of contact with other civilizations if it had to. Unfortunately, it's reclusive nature would come to be it's downfall, as when a malevolent wizard who'd gained an absurd and overwhelming surge of power chose to enact a barbaric test of his newfound strength in a practice often referred to as 'tsujigiri.' By the time the mainlanders had realized the archipelago had gone silent, it had already been wiped off the map for several weeks; deleted, erased, no trace of it's existence left except a then eleven year old Hanabi, made to learn how to row a boat to shore with one arm, and a scorching crater in the sea.

Eventually, Vironir's people stopped talking about Naiid, with those few who remember it ever existed generally treating the topic as if it were jinxed, or never real. 'An entire continent does not simply just vanish overnight,' many excuse.

Now dubbing herself Karma, she wanders from town to town searching for any information on the Man of Irredeemable Evil. Despising magic, she does not employ it to herself and despises those who do, particularly abhoring any casters such as sorcerers, warlocks, and wizards. She makes no friends, talks as little as possible, and never stays still. Her culture resembles nothing of the modern day as well as her size often cause stories to circulate about her. Most commonly describing her as a wandering spirit of rancor; present for but a moment, and wreaking naught but death to those who make the mistake of getting in her way.
Allies & Organizations
Man of Irredeemable Evil - Enemy and Goal: The man that took her life fifteen years ago. Naiid, the continent she hails from, had been completely evaporated by one single arcane act of violence, leaving no opportunity to see the one responsible. Referring to him as 'that man' as a placeholder title, not knowing if he would even be a he. The one thing she knows is that he is impossible to miss, but not in the same way she is; His connection to the arcane is so potent and powerful, the way it disrupts the weave is enough for even a being stripped bare of all ties to it could choke on the thickness of it's twisted presence.

Khalid Al-Asad - She could not care less: Khalid is a famed leader of what should be an illegal mercenary group, although due to the war-torn nature of the continent, he escapes consequences for his general monopoly of protection he offers to lower-class settlements. Khalid is an extravagant man who, much like Karma, finds a finer taste in martial prowess than anything magical. Despite this, recountings of soldiers in his employ and those that have witnessed or survived his work sometimes describe him as utilizing spells that only a warlock should know, even going so far as to label him a hexblade- whether or not these stories are to be believed is another thing, as Khalid is always one to make himself out to be a greater man than he really is, especially if it would drive fear into the hearts of those that would otherwise seek to put a stop to his mercenary band. However, calling Khalid evil may not be an apt description, he does protect those that pay him to so long as they pay him to, and while his band does anything for the right price, they do not do any 'work' for free- all actions committed by them are purely contractual. Khalid took an interest in Karma around the time that ghost stories of her became popular tellings, particularly their sole consistencies- This woman who was described in many ways, but always as a restless giant who ordered just a single drink in bars and nearly never spoke a word- of her bizarre attire and odd make of sword, or that she left a soft stench of spent firecrackers in her wake like she was The Ghost of New Years Past. He knew he had to track this woman down, and eventually he did, though his persistent badgering and even attempted instigating got no results. He finds her katana in particular, 'disgusting', seeing it as a perversion of the scimitars he and his army tend to use, and the many styles of curved blades embedded deep into Vironir history never matching up quite with what she carried. While he's usually busy running his band of mercenaries, every now and then he trails her, confronting her to no fanfare on her part every time.

Vironir's People - Neutral: The people's opinion on Karma is a mixed bag. There are certainly those who have never heard of her, caring little in regards to her besides a passing glance at her undeniable uniqueness. But after a few years of wandering the mainland from town to town in search of information, the consequence of her great stature and out-of-place style and weapon began to really stick in people's minds, especially as those that were even aware of the former archipelago's culture began to have lapses in memory and eventually forget it. Attempts to talk to her were never particularly successful; "Piss off." she would usually just say. So with no actual information on her to be gathered, the people's imaginations eventually ran wild, telling all sorts of tall, but sometimes not so unbelievable, tales. From a wandering hero who saves villages from bandits and takes on whole armies unscathed, to a rampant murderer who slays anyone who slights her, stories about her come in all shapes and sizes, but they all describe her appearance the same- so after some time, she cemented as part of Vironir's mythos; Often dubbed The Ifrit, named as such over the lingering scent of ash and the discernable burns on her face.
Adventuring Motivation
Continent was erased with magic, only survivor, seeks to find information on the man who did it to eventually strike him down.


™ & © Wizards of the Coast - D & D 5e Character Sheet v3.04, 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" with a large format like A3.
Then print the resulting PDF to whichever format you need with "fit to page" selected.

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