Nadira Qorchi
Nadira Qorchi
Sheet
AC 13 · HP 10 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
8 featuresBonus action
- Bardic Inspiration (d6)Level 1
You can inspire others through stirring words or music. As a bonus action, choose one creature other than yourself within 60 feet that can hear you. It gains one Bardic Inspiration die, a d6, which it can add to one ability check, attack roll, or saving throw within the next 10 minutes. You can use this feature a number of times equal to your Charisma modifier, and regain all expended uses after a long rest.
Always on
- Vicious Mockery
When An enemy within 60 feet can hear you.
You mock a creature within 60 feet that can hear you. It must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on its next attack roll before the end of its next turn.
- Mage Hand
When A small object or simple manipulation is needed within 30 feet.
You create a spectral, floating hand that can manipulate objects, open unlocked containers, retrieve or stow items, and perform other simple tasks within 30 feet.
- SpellcastingLevel 1
You can cast bard spells using Charisma as your spellcasting ability. You know two cantrips and four 1st-level bard spells. You can use a musical instrument as a spellcasting focus for your bard spells.
- DarkvisionTieflingYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
- Hellish ResistanceTieflingYou have resistance to fire damage.
- Infernal LegacyTieflingYou know the Thaumaturgy cantrip. Charisma is your spellcasting ability for this trait.
- DiscoveryHermit
Her secluded life gave her time to discover a unique and powerful insight about the nature of reality. She can identify hidden patterns in local customs, religious practices, natural phenomena, or magical traditions, and people seeking spiritual or philosophical guidance may recognize the value of her discoveries.
Spells
4 spellsSpellcasting. Nadira Qorchi casts with Charisma (spell save DC 13, to hit with spell attacks).
1st level (2 slots): , , ,
Gear
9 itemsWeapons
- DaggerA slender blade suitable for close combat or throwing.
Armor
- Leather armorLight protective armor reinforced with boiled leather plates.
Tools
- LuteA finely maintained stringed instrument used as a spellcasting focus and for performances.
- Herbalism kitA kit used to identify and prepare medicinal herbs.
Gear
- Entertainer's packA pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and other travel supplies.
- Scroll case of notesA scroll case filled with notes from years of meditation and study.
- Winter blanketA warm blanket suitable for a cold mountain hermitage.
- Common clothesPlain, well-mended clothing.
Purse
- 5×Gold piecesStarting money from her hermit background.
Appearance
A lean, copper-red tiefling woman with swept-back black hair, warm umber skin, curling ramlike horns, and amber eyes flecked with gold. Her tail is slender and expressive, usually wrapped around one ankle when she is thinking. She wears practical leather armor beneath a weather-faded blue cloak, with a lute polished smooth by years of use and a collection of handwritten charms tied to its neck.
Mannerisms
Nadira taps the body of her lute whenever she is thinking, pauses before answering an insult as if choosing a melody, and tilts her head sharply when listening for lies. When excited, she speaks in clipped bursts and unconsciously switches into proverbs from her grandmother's mountain dialect.
Personality
Warm, observant, and difficult to intimidate, Nadira treats conversation as a kind of music. She remembers small kindnesses for years and notices small cruelties immediately. She is generous with food, advice, and second chances, but her humor becomes razor-sharp when someone abuses power.
Ideals
Mercy is a form of rebellion. The world has enough people eager to punish the broken, so I will use my voice to give them another chance.
Bonds
The villagers who once feared her sheltered her family during the plague. She will risk almost anything to protect them and the valley they call home.
Flaws
She becomes reckless when someone treats compassion as weakness. Nadira also hides her fear of returning to isolation by inserting herself into every crisis, even when wiser people would wait.
Quirks
Background
Nadira Qorchi was born in a hill village where people measured their lives by bells, weather, and the sound of travelers arriving on the road. Her infernal heritage made her a source of suspicion, but her grandmother taught her that a frightened room could be changed by the right story told at the right moment. Nadira learned the lute from a passing caravan musician, then discovered that certain melodies soothed fevers, steadied frightened animals, and drew startlingly clear memories from people who had forgotten them. After a plague swept through the valley, Nadira withdrew to a ruined hermitage above the tree line. There she studied old devotional songs, medicinal plants, and fragments of a forgotten cosmology written in three alphabets. Her great discovery was that the songs were not prayers to a god, but a map of emotional forces that could shape magic. She returned to the world when bandits began extorting her former neighbors. Nadira now travels as a healer, storyteller, and unapologetically troublesome bard, determined to use every song she knows to make cruel people afraid and frightened people brave.
“After a plague swept through the valley, Nadira withdrew to a ruined hermitage above the tree line.”
- Background
- Hermit
Connections
Species
Tiefling
Media
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