Nadim Qadari
Nadim Qadari
Sheet
AC 18 · HP 17 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
13 featuresAction
- Turn UndeadLevel 2
As an action, you present your holy symbol and each undead within 30 feet that can see or hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns moving as far away from you as it can and cannot willingly move to a space within 30 feet of you.
- Channel Divinity, Preserve LifeLevel 2
As an action, you can use Channel Divinity to restore hit points totaling five times your cleric level among creatures within 30 feet of you. This healing cannot restore a creature to more than half its hit point maximum and cannot affect constructs or undead.
Always on
- SpellcastingLevel 1
You can cast cleric spells using Wisdom as your spellcasting ability. You can use a holy symbol as a spellcasting focus. You know three cleric cantrips and prepare a number of cleric spells equal to your Wisdom modifier plus your cleric level.
- Divine Domain, Life DomainLevel 1
You become a member of the Life Domain. You gain proficiency with heavy armor. Your healing spells restore additional hit points equal to 2 plus the spell's level whenever they restore hit points to a creature.
- Spellcasting FocusLevel 1
You can use a holy symbol as a spellcasting focus for your cleric spells.
- Channel DivinityLevel 2
You can use Channel Divinity once between rests. You regain the ability to do so after finishing a short or long rest.
- DarkvisionHill DwarfYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- Dwarven ResilienceHill DwarfYou have advantage on saving throws against poison, and you have resistance to poison damage.
- Dwarven Combat TrainingHill DwarfYou have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
- Tool ProficiencyHill DwarfYou gain proficiency with one artisan's tool, chosen as mason's tools.
- StonecunningHill DwarfWhenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient and add double your proficiency bonus.
- Dwarven ToughnessHill DwarfYour hit point maximum increases by 1, and it increases by 1 every time you gain a level.
- Shelter of the FaithfulAcolyte
You can expect free care and healing at a temple, shrine, or other established place of worship, though you may need to provide material assistance in return. You can also usually gain access to basic temple services and religious communities.
Spells
7 spellsSpellcasting. Nadim Qadari casts with Wisdom (spell save DC 10, to hit with spell attacks).
Cantrips (at will): , ,
1st level (3 slots): , , ,
Gear
12 itemsWeapons
- MaceA plain iron mace used for both ceremony and defense.
- Light crossbowA light crossbow with a leather sling.
Armor
- Chain mailA well-maintained suit of interlocking metal armor, sized for a hill dwarf.
- ShieldA sturdy wooden shield bearing the symbol of a golden sheaf of wheat.
Gear
- 20×Crossbow boltsA case containing standard bolts for the crossbow.
- Priest's packA pack containing a backpack, blankets, tinderbox, rations, waterskin, and other travel necessities.
- Holy symbolA small silver holy symbol of the Life Domain.
- Prayer bookA prayer book containing hymns, burial rites, and the names of Nadim's teachers.
- 5×Incense sticksThin fragrant sticks burned during morning and evening prayers.
- VestmentsCeremonial vestments in cream, ochre, and dark green.
- Common clothesA set of clean but practical everyday clothing.
Purse
- 15×Gold piecesSmall savings and travel money.
Appearance
A broad-shouldered hill dwarf with warm brown skin, a square beard braided with small copper rings, and carefully maintained dark hair parted precisely down the center. His green-brown eyes are steady and observant. His hands are callused from tending graves, carrying water, and preparing medicines, but his clothing is meticulously brushed and arranged. Before speaking, he takes a quiet breath through his nose and briefly presses his tongue to the roof of his mouth, as though weighing the kindest version of every sentence.
Mannerisms
Nadim pauses for one measured breath before answering difficult questions. He smooths his beard whenever he is worried, counts supplies under his breath, and instinctively straightens crooked objects on altars, tables, and campsite stones.
Personality
Patient, attentive, and quietly earnest. Nadim listens as though every person is reporting an emergency, even when they are merely complaining about the weather. He has a dry sense of humor that appears without warning, usually after everyone else has become too solemn.
Ideals
Mercy. The worth of a life is not measured by usefulness, ancestry, wealth, or obedience. If someone can be helped, they should be helped.
Bonds
The hill shrine of Kharad Amur is underfunded and slowly falling into ruin. Nadim sends nearly every spare coin home and will risk much to protect its people, relics, and burial grounds.
Flaws
Nadim treats exhaustion as a moral failure and keeps working long after rest would make him more useful. He is quietly judgmental of careless healers, including himself, and becomes stubborn when anyone suggests that a problem may be beyond his ability to fix.
Quirks
Background
Nadim grew up among the high terraces of Kharad Amur, where hill dwarves cultivated barley, medicinal herbs, and stubborn traditions in equal measure. His mother kept the village shrine, and his father served as its groundskeeper, so Nadim learned early that devotion was not only prayer. It was sweeping the sanctuary before dawn, remembering the names of the dead, and making sure no traveler left hungry. He became especially skilled at tending the sick, using poultices, bitter teas, and patient conversation long before divine magic answered his hands. When a winter fever swept through three neighboring settlements, Nadim remained behind after the other acolytes were sent to safer monasteries. He worked until his voice failed, then prayed over a dying child and felt a warmth move through his palms. The child survived, though many others did not. Nadim now travels as a Life cleric, seeking medicines, lost shrines, and people who have been forgotten by those meant to protect them. He believes every life deserves care, but he has not yet learned how to accept that some suffering cannot be repaired by diligence alone.
“His mother kept the village shrine, and his father served as its groundskeeper, so Nadim learned early that devotion was not only prayer.”
- Background
- Acolyte
Connections
Species
Hill Dwarf
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