Nadira Garmendi
Nadira Garmendi
Sheet
AC 18 · HP 93 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
20 featuresAction
- Attack
When On her turn when she takes the Attack action
Make two weapon attacks, or make one weapon attack and command the Steel Defender to use its Force-Empowered Rend if it has not already acted.
- Force-Empowered Rend
When When attacking with a magical weapon or directing the Steel Defender
Make a weapon attack that deals normal weapon damage plus 2d6 force damage, or command the Steel Defender to make the attack.
Bonus action
- Repair
When As a bonus action, up to five times per long rest
Restore 2d8 plus 5 hit points to a creature within 5 feet of the Steel Defender.
- Extra AttackLevel 5
You gain one additional use of your Steel Defender's Force-Empowered Rend when you take the Attack action. You can also use your Steel Defender to restore hit points to a creature within 5 feet of it as a bonus action, up to five times per long rest.
Reaction
- Deflect Attack
When When a creature within 5 feet of the Steel Defender is attacked
Use the Steel Defender's reaction to impose disadvantage on an attack roll against a creature within 5 feet of it.
- Steel DefenderLevel 3
You gain a Steel Defender, a construct companion that obeys your commands and can impose disadvantage on an attack against a nearby creature as a reaction. It acts during your turn and has its own stat block.
Always on
- Magical TinkeringLevel 1
You can use artisan's tools as a spellcasting focus for your artificer spells. You can prepare a number of artificer spells equal to your Intelligence modifier plus half your artificer level, rounded down.
- Infuse ItemLevel 2
You can infuse mundane objects with magical properties. You know six artificer infusions and can maintain four infused items at once. Known infusions include Enhanced Defense, Enhanced Arcane Focus, Replicate Magic Item, Repulsion Shield, Radiant Weapon, and Homunculus Servant.
- Battle SmithLevel 3
You choose the Battle Smith specialization. You gain proficiency with smith's tools, martial weapons, and the Battle Smith spells. You can use Intelligence instead of Strength or Dexterity for attack and damage rolls with magical weapons.
- Tool ExpertiseLevel 6
You gain proficiency with all artisan's tools. You can touch a nonmagical object and determine whether it is poisoned, diseased, or affected by a condition, and you can identify its material and purpose. You can also create temporary common magic items during a long rest.
- Magic Item AdeptLevel 10
You can attune to up to four magic items at once.
- Magic Item SavantLevel 14
You can cast an artificer spell through an object bearing one of your infusions, treating yourself as the spell's point of origin. You can also attune to up to five magic items at once.
- Soul of ArtificeLevel 15
You gain proficiency with all saving throws. In addition, any creature can add your Intelligence modifier to the damage rolls of a spell or magic weapon attack made while within 30 feet of you, once per turn.
- Battle Smith SpellsLevel 3
Your Battle Smith spells are always prepared and do not count against the number of artificer spells you prepare.
- TraitFire GenasiDarkvision 60 ft.
- TraitFire GenasiFire Resistance
- Reach to the BlazeFire GenasiYou know the Produce Flame cantrip. Starting at 3rd level, you can cast Burning Hands once per long rest without a spell slot. Constitution is your spellcasting ability for these spells.
- Ability Score IncreaseFire GenasiConstitution increases by 2 and Intelligence increases by 1.
- LanguagesFire GenasiCommon and Primordial.
- City SecretsUrchin
You know the secret patterns and passageways of cities, allowing you to find routes through urban areas that others would miss. You can find food and basic shelter for yourself and companions in a city, provided you are not actively hunted.
Spells
14 spellsSpellcasting. Nadira Garmendi casts with Intelligence (spell save DC 14, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (4 slots): , , ,
2nd level (3 slots): , , ,
3rd level (3 slots): ,
4th level (2 slots): no spells
5th level (1 slot): no spells
Gear
12 itemsWeapons
- 2×Light hammerA pair of finely balanced light hammers used both as weapons and as workshop tools.
Armor
- Scale mailFunctional medium armor of overlapping metal scales, darkened with soot and reinforced at the joints.
- ShieldA battered metal shield assembled from salvaged plates, bearing a small painted flame.
Tools
- Thieves' toolsA compact set of thieves' tools, with several custom picks made from clock springs.
- Tinker's toolsA complete set of tinker's tools, including wire, clamps, files, lenses, and miniature gears.
- Smith's toolsA set of smith's tools used to shape metal and maintain the Steel Defender.
Gear
- Burglar's packA simple wooden chest containing spare clothes, scavenged wire, folded diagrams, and a small token from her childhood street.
- Common clothesA small knife with a chipped bone handle, kept as a reminder of her first life on the streets.
- Map of the cityA battered city map marked with escape routes, abandoned cellars, and places where food can sometimes be found.
- Pet mouseA pet mouse named Niko, descended from the first animal she ever rescued from a trap.
- Belt pouchA pouch containing the few coins she has managed to keep from creditors, thieves, and generous strangers.
- Brass keepsake keyA brass key with no known lock, inherited from the locksmith who taught her.
Appearance
A broad-shouldered fire genasi woman with copper-brown skin that holds a faint ember glow beneath it, especially at her knuckles and along her throat. Her hair is cropped close on one side and curls upward in dark, smoke-red coils on the other, with tiny sparks sometimes lifting from it when she is irritated. Her teeth are slightly crowded and unusually square, noticeable when she eats quickly or laughs with her whole mouth open. In any room, her eyes rarely settle on the speaker. They track exits, loose purses, unguarded tools, and anything that might be useful later. She wears reinforced scale mail beneath a soot-dark work coat, with a shield patched from mismatched metal plates and a compact mechanical steel defender usually close at her heels.
Mannerisms
She tests the balance of every tool before using it, taps metal surfaces in groups of three, and keeps her body angled toward the nearest exit. When someone speaks too confidently, she studies their hands instead of their face. She eats quickly, using her molars to crack nuts and hard bread, then grins as though daring anyone to comment.
Personality
Nadira is practical, suspicious, and relentlessly inventive. She notices what people discard and immediately imagines three ways it could be useful. She dislikes grand speeches but respects anyone who can keep a promise when nobody is watching. Her humor is dry and badly timed, especially when danger is close. Beneath her opportunism is a fierce instinct to protect people who have been overlooked, though she prefers to call it investment rather than compassion.
Ideals
Freedom belongs to the person clever enough to take it. Laws are mostly inventions that protect whoever already owns the locks, and Nadira would rather learn how to open a lock than ask permission to pass through it.
Bonds
The old street children who shared food, hiding places, and names with Nadira are her true family. She sends money and small protective devices back to them whenever she can. She also carries the broken brass key that belonged to the blind locksmith who first taught her the principles of mechanisms. She intends to build a safe house that no city guard, gang, or creditor can enter without permission.
Flaws
Nadira assumes every offer has a hidden hook and every act of kindness creates a debt. She will sabotage a stable arrangement simply to prove that she cannot be controlled. When frightened, she lies first and thinks second, even when the truth would be safer.
Quirks
Background
Nadira Garmendi grew up beneath the market stairs of a crowded port city, where she learned that a person could go hungry while standing beside a feast. Her fire genasi blood made her a curiosity to merchants and a nuisance to watchmen, but it also taught her how to make herself useful. She repaired buckles, sharpened knives, rebuilt broken locks, and quietly improved the toys of wealthier children until those toys opened doors they were never meant to open. She became known among the street children as the girl who could make a dead thing twitch again.
“Her fire genasi blood made her a curiosity to merchants and a nuisance to watchmen, but it also taught her how to make herself useful.”
- Background
- Urchin
Connections
Species
Fire Genasi
Media
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