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Nadir Omolayo - AI-generated fantasy Character

Nadir Omolayo

Half-Elf · Artificer (Alchemist) · Level 5 · Hermit

Nadir Omolayo

Nadir is gentle, observant, and intensely practical.
AC16
HP23/23
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 23 · 30 ft.
AlignmentNeutral GoodGenderMaleAge32 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureWIS
  • PerceptionWIS
  • PersuasionCHA
  • ReligionWIS
  • Sleight of HandDEX
  • StealthDEX

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Light crossbows

Tools

Thieves' tools,
Tinker's tools,
One type of artisan's tools,
Alchemist's supplies,
Herbalism kit

Languages

Common,
Elvish,
Sylvan

Features

15 features

Action

  • Magical TinkeringLevel 1

    When When touching a Tiny nonmagical object

    As an action, touch a Tiny nonmagical object and give it a minor magical property, such as light, a recorded message, a smell, or a static image. You can maintain up to three such objects at once.

Always on

  • Experimental ElixirLevel 3

    When After a long rest or by expending a spell slot

    Create one experimental elixir at the end of a long rest, or create additional elixirs by expending spell slots.

  • SpellcastingLevel 1

    You use Intelligence as your spellcasting ability and can cast artificer spells using tools as a spellcasting focus. You can prepare a number of artificer spells equal to your Intelligence modifier plus half your artificer level, rounded down.

  • Infuse ItemLevel 2

    You learn four artificer infusions and can maintain two infused objects at a time. Your available infusions include Enhanced Arcane Focus, Enhanced Defense, Enhanced Weapon, Homunculus Servant, Repeating Shot, and Replicate Magic Item.

  • The Right Tool for the JobLevel 3

    You can create a set of artisan's tools in one hour, using smith's tools, brewer's supplies, or mason's tools, provided you are proficient with the tools used.

  • Artificer Specialist, AlchemistLevel 3

    You gain proficiency with alchemist's supplies. You also gain the Alchemist subclass features Experimental Elixir and Alchemist Spells.

  • Tool ExpertiseLevel 6

    Your proficiency bonus is doubled for any ability check you make that uses a tool with which you are proficient.

  • Alchemical SavantLevel 5

    You can add your Intelligence modifier to one damage roll or one healing roll of an artificer spell cast using alchemist's supplies as the spellcasting focus. At this level, your bonus is +0 because your Intelligence modifier is +0.

  • Alchemist SpellsLevel 3

    You always have Healing Word and Ray of Sickness prepared at 3rd level, and Flaming Sphere and Melf's Acid Arrow prepared at 5th level. These spells count as artificer spells for you.

  • Ability Score IncreaseHalf-ElfCharisma increases by 2, and two other ability scores increase by 1. Nadir's Intelligence and Wisdom each increase by 1.
  • DarkvisionHalf-ElfYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
  • Fey AncestryHalf-ElfYou have advantage on saving throws against being charmed, and magic cannot put you to sleep.
  • Skill VersatilityHalf-ElfYou gain proficiency in two skills of your choice. Nadir chose Perception and Persuasion.
  • LanguagesHalf-ElfYou can speak, read, and write Common and Elvish, and one extra language. Nadir knows Sylvan.
  • DiscoveryHermit

    You discovered a unique and powerful discovery during your secluded life. The nature of this discovery is yours to determine, but it may be a great truth, a forgotten formula, or evidence of a supernatural mystery.

Spells

12 spells

Spellcasting. Nadir Omolayo casts with Intelligence (spell save DC 11, to hit with spell attacks).

Cantrips (at will): , ,

1st level (4 slots): , , , ,

2nd level (2 slots): , , ,

Gear

13 items

Weapons

  • Mace
    A simple one-handed weapon used for defense and for crushing reagents.
  • Light crossbow
    A light crossbow with 20 bolts, chosen as one of the artificer's starting weapons.

Armor

  • Scale mail
    Protective medium armor made of layered metal plates and leather.
  • Shield
    A sturdy shield bearing a faded painted herbarium symbol.

Tools

  • Thieves' tools
    Used for locks, mechanisms, and delicate repairs.
  • Tinker's tools
    The tools used to focus artificer magic and perform repairs.
  • Herbalism kit
    A collection of dried plants, mortar, pestle, and small vials.

Gear

  • 20×
    Crossbow bolts
    Ammunition for the light crossbow.
  • Dungeoneer's pack
    Includes a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, waterskin, and 50 feet of hempen rope.
  • Scroll case full of notes
    Contains observations, formulae, and pressed specimens from Nadir's years of seclusion.
  • Winter blanket
    A simple blanket suited to long nights outdoors.
  • Common clothes
    Plain, carefully mended travel clothing.

Purse

  • 5×
    Gold pieces
    Money retained from his former life as a traveling apothecary.

Appearance

A broad-shouldered half-elf with warm brown skin, softly pointed ears, and thick dark hair usually tied low at the nape. He has an open, thoughtful face and keeps his clothing meticulously repaired, though never quite fashionable. When standing still, he rests most of his weight on the balls of his feet, as if ready to step toward a problem before anyone else notices it. His eyes habitually travel to tools, hinges, buckles, and hands in a room rather than faces. His leather apron is marked with pale green alchemical stains, and a small brass flask hangs at his throat on a cord.

Mannerisms

He checks the closures on nearby containers whenever he enters a room. While thinking, he rolls a small brass washer between his fingers and softly counts under his breath in groups of three. He rarely interrupts, but when he does speak, he leans forward as though physically placing his words in the conversation.

Personality

Nadir is gentle, observant, and intensely practical. He offers help in small, immediate forms, tightening a loose strap, cleaning a wound, repairing a cracked cup, because he believes trust is built through useful actions rather than grand promises. He enjoys quiet company and has a dry sense of humor, but becomes unexpectedly passionate when discussing plants, mechanisms, or the ethics of invention.

Ideals

Mercy should be useful. A good intention that cannot survive contact with reality is only the beginning of a solution, not the solution itself.

Bonds

The valley that sheltered me still depends on remedies I developed there. I will return with the truth about the plague and make certain no one profits from it again.

Flaws

I become quietly judgmental when people waste useful materials or refuse practical help out of pride. When frightened, I hide behind analysis and may treat a human crisis like a puzzle that can be solved if I simply gather enough data.

Quirks

Names each of his reusable tools and apologizes when one breaks.
Keeps a notebook of every potion reaction, including failures caused by poor cooking.
Prefers sitting where he can see both the door and the nearest source of clean water.

Background

Nadir Omolayo was raised between two kinds of inheritance. His elven mother taught him patience, careful observation, and the old habit of listening to a thing before attempting to mend it. His human father was a traveling apothecary who believed every village deserved clean water, reliable medicine, and someone willing to stay after the merchants had gone. Nadir learned both trades, but he was never comfortable with the difference between healing and invention. To him, a salve, a bridge pin, and a tiny clockwork bird were all answers to the same question, what can be made better with the materials at hand? After a plague passed through a remote valley, Nadir withdrew to a ruined watchtower where he spent seven years cataloguing local plants, repairing abandoned mechanisms, and experimenting with infused objects. During that solitude, he discovered a strange alchemical principle. Living things seemed to retain an echo of every kindness done to them, and that echo could be coaxed into liquid form. His experimental elixirs are inconsistent, sometimes miraculous, and occasionally taste like boiled pennies, but they work often enough to matter. He left the tower when he found evidence that the plague had not been natural. Now he travels to locate the people who caused it, while offering practical help wherever he goes.

“His elven mother taught him patience, careful observation, and the old habit of listening to a thing before attempting to mend it.”
From their backstory
Background
Hermit

Connections

Species

Half-Elf

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