Nadwe
Nadwe
Sheet
AC 12 · HP 42 · 30 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
Weapons
Tools
Languages
Features
24 featuresBonus action
- Quickened Spell
When When casting a spell with a casting time of an Action
Spend 2 Sorcery Points to cast a spell with a casting time of an Action as a Bonus Action.
- Innate SorceryLevel 1
As a Bonus Action, you can unleash your inner magic for 1 minute. During that time, the spell save DC of your Sorcerer spells increases by 1, and you have Advantage on attack rolls of Sorcerer spells. You can use this feature twice per Long Rest.
Always on
- Careful Spell
When When casting a spell that forces creatures to make saving throws
Spend 1 Sorcery Point to impose Advantage on the next saving throw made by one creature affected by the spell.
- Distant Spell
When When casting a spell with a range
Spend 1 Sorcery Point to double the range of a spell, or make a spell with a range of Touch have a range of 30 feet.
- Subtle Spell
When When casting a spell
Spend 1 Sorcery Point to cast a spell without verbal or somatic components, unless the spell consumes a material component or has a costly material component.
- SpellcastingLevel 1
You can cast sorcerer spells using Charisma as your spellcasting ability. You know five sorcerer cantrips and have six prepared sorcerer spells at level 5. You can use an arcane focus as a spellcasting focus.
- Font of MagicLevel 2
You have 5 Sorcery Points. You can spend them to create spell slots or use Metamagic, and you regain all expended Sorcery Points when you finish a Long Rest.
- MetamagicLevel 2
You know Careful Spell, Distant Spell, Quickened Spell, and Subtle Spell. You can use only one Metamagic option on a spell unless that option states otherwise. Metamagic modifies spells by spending Sorcery Points.
- Ability Score ImprovementLevel 4
You gain an Ability Score Improvement feat. This character takes Alert, granting a +5 bonus to Initiative, the ability to swap Initiative with a willing ally, and protection from being surprised while conscious.
- Magical GuidanceLevel 2
When you fail an ability check, you can spend 1 Sorcery Point to add 1d4 to the roll, potentially turning failure into success.
- Draconic ResilienceLevel 3
Your draconic ancestry toughens your body. Your Hit Point maximum increases by 5, and when you are not wearing armor, your base Armor Class is 10 + your Dexterity modifier + your Charisma modifier.
- Draconic SpeechLevel 3
You can speak, read, and write Draconic. In addition, you can communicate simple ideas to any creature that has the Draconic language, even if you do not share a language.
- Sorcerer SpellcastingLevel 1
You can cast spells of 1st through 3rd level using your available spell slots. Your spell slots are restored when you finish a Long Rest.
- VersatileLevel 1
Your human versatility grants you one additional Origin feat. You have chosen Skilled, gaining proficiency in Perception, Investigation, and Survival.
- SkillfulLevel 1
You gain proficiency in one skill of your choice. You have chosen Perception.
- ResourcefulLevel 1
When you finish a Long Rest, you gain Heroic Inspiration if you do not already have it.
- Magic Initiate, WizardLevel 1
You gain the Magic Initiate feat for Wizard. You know two Wizard cantrips and always have one 1st-level Wizard spell prepared. Intelligence is the spellcasting ability for these spells.
- ResourcefulHumanWhen you finish a Long Rest, you gain Heroic Inspiration if you do not already have it.
- SkillfulHumanYou gain proficiency in one skill of your choice, Perception.
- VersatileHumanYou gain one Origin feat of your choice, Skilled.
- SkilledHumanYou gain proficiency in three skills of your choice, Animal Handling, Persuasion, and Religion.
- Magic Initiate, WizardHumanYou know two Wizard cantrips and always have one 1st-level Wizard spell prepared, using Intelligence as the spellcasting ability.
- Darkness-Bound Vampiric HeritageHumanFlavor only. Nadwe is immune to sunlight despite his vampiric blood, but his inherited vampiric powers manifest only in darkness. This has no additional mechanical effect under the Human species rules.
- ResearcherSage
You have studied extensively and can usually recall useful information about academic subjects, obscure lore, and the location of libraries, archives, scholars, or similar experts. If you do not know a piece of information, you know where and from whom it might be obtained.
Spells
18 spellsSpellcasting. Nadwe casts with Charisma (spell save DC 11, to hit with spell attacks).
Cantrips (at will): , , , , , , ,
1st level (4 slots): , , ,
2nd level (3 slots): , , , ,
3rd level (2 slots):
Gear
8 itemsWeapons
- 2×DaggerUseful for defense and close combat when spellcasting is impractical.
- QuarterstaffA wooden staff used for walking and as a symbol of scholarly travel.
Tools
- Calligrapher's suppliesTools for copying texts, illuminating manuscripts, and preparing scholarly notes.
Gear
- Arcane focusA simple arcane focus used to channel innate magic, engraved with a small sunburst.
- Explorer's packA satchel containing bedroll, mess kit, tinderbox, rations, rope, and other basic travel supplies.
- Scholar's packA collection of notebooks, ink, parchment, and reference materials.
- RobeA plain academic robe issued by the sage's institution.
Purse
- 8×Gold piecesSpending money left from his scholarly stipend.
Appearance
Nadwe is a slight, youthful human with an unsettling stillness that makes him seem older than his face. His skin is cool and unusually pale, with a faint golden warmth visible beneath it when sunlight touches him. His dark hair is kept short and uneven, and he dresses in layered scholar's clothing beneath a weathered traveling cloak. A small sun-shaped pendant hangs at his throat, and he repeatedly checks its position without noticing. In every room, his eyes first seek the strongest patch of darkness, then the nearest window. In direct sunlight he appears calm and almost radiant, but in darkness a subtle crimson glow gathers around his hands when his inherited vampiric magic stirs.
Mannerisms
Nadwe touches his sun pendant whenever someone mentions his parentage, then immediately pretends he was only straightening it. He positions himself where sunlight and shadow meet, speaks with careful academic precision, and pauses before entering a dark room as though listening to the darkness breathe.
Personality
Quietly observant and unnervingly composed, Nadwe treats nearly every conversation like an investigation. He is patient with the frightened and unexpectedly gentle with outsiders, but he becomes intensely focused when anyone discusses sunlight, vampires, or divine prophecy. He prefers precise answers, keeps emotional reactions private, and occasionally says something morbid in the same tone others use to discuss weather.
Ideals
Balance. Light and darkness are forces, not moral verdicts. I will judge actions, not bloodlines, blessings, or appearances.
Bonds
The sun temple that sheltered me is my true home, and I will defend its priests even when I disagree with their methods. I also carry a private hope that my missing vampire parent can be found and judged by the truth rather than by rumor.
Flaws
I am suspicious of both vampires and priests, because each side has tried to define me before asking who I am. When frightened, I hide behind research, technicalities, and cold neutrality instead of admitting that I care.
Quirks
Background
Nadwe was born from an impossible union between a human wanderer and a hidden vampire noble. His mother died soon after his birth, and his vampire parent vanished before Nadwe could learn whether the disappearance was abandonment, fear, or a carefully planned protection. Unlike every other member of his bloodline, Nadwe can stand beneath the open sun without burning. The priests of a sun god discovered him as an infant and declared the phenomenon a divine blessing. They raised him for a time in a secluded temple, where the goddess's priests watched over him and taught him that light can protect without making a person innocent.
“Unlike every other member of his bloodline, Nadwe can stand beneath the open sun without burning.”
- Background
- Sage
Connections
Species
Human
Media
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