Nadim Sulo
Nadim Sulo
Sheet
AC 12 · HP 8 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
10 featuresAlways on
- Wild Magic SurgeLevel 1
When After casting a sorcerer spell of 1st level or higher
A flicker of uncontrolled magic erupts after Nadim casts a qualifying spell. The DM may call for a d20 roll, and a result of 1 triggers a Wild Magic Surge.
- Tides of ChaosLevel 1
When When making an attack roll, ability check, or saving throw
Nadim spends his uncertain fortune to gain advantage on one attack roll, ability check, or saving throw. The DM decides when the feature becomes available again.
- SpellcastingLevel 1
You can cast known sorcerer spells using Charisma as your spellcasting ability. You use a spellcasting focus or component pouch as required, and you can cast sorcerer cantrips and spells known.
- Sorcerous Origin: Wild MagicLevel 1
You choose Wild Magic as your sorcerous origin. Your magic is volatile, unpredictable, and influenced by forces you do not fully understand.
- Ability Score IncreaseHalf-ElfCharisma increases by 2, and Dexterity and Constitution 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, though you cannot discern color in darkness.
- 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, represented here by Insight and Persuasion.
- LanguagesHalf-ElfYou can speak, read, and write Common, Elvish, and one additional language.
- Guild MembershipGuild Artisan
Guild Membership. As a member of an artisans' guild, you can secure lodging and food for yourself and your companions at a guildhall, and your guild can provide legal and professional support when needed. You must pay dues and respect the guild's rules.
Spells
6 spellsSpellcasting. Nadim Sulo casts with Charisma (spell save DC 13, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (2 slots): ,
Gear
10 itemsWeapons
- Light crossbowA simple ranged weapon suitable for emergency defense, with ammunition included separately.
- 2×DaggerA pair of balanced daggers kept in wrist sheaths.
Tools
- Glassblower's toolsA complete set of glassblower's tools used to shape, repair, and examine glasswork.
Gear
- 20×Crossbow boltsBolts compatible with the light crossbow.
- Dungeoneer's packA compact pack containing supplies for underground travel, including ropes, pitons, torches, rations, and other adventuring necessities.
- Arcane focus, blue glass beadA magical focus made from smooth blue glass, used in place of non-costly material components when appropriate.
- Leather apronA durable leather apron from his former guild workshop.
- Letter of introductionA letter of introduction from the guild, useful for finding work and establishing professional contacts.
- Traveler's clothesSimple travel clothing suitable for a working artisan.
Purse
- 15×Gold piecesStarting currency granted by the Guild Artisan background.
Appearance
A slim half-elf man with warm olive skin, softly pointed ears, and thick dark-brown hair that curls slightly at the temples. His eyes are hazel with amber flecks that brighten when his magic stirs. He wears a well-mended russet vest over a cream shirt, practical trousers, and a faded green cloak clasped with a small brass button. His artisan's apron is carefully cleaned but visibly patched, while his spellcasting focus, a smooth blue glass bead set in a leather cord, is polished almost obsessively. He is memorable less for any wound than for the way he checks that bead whenever he feels uncertain.
Mannerisms
Nadim checks the blue glass bead at his throat whenever he enters a new room, rolls small objects between his fingers while thinking, and quietly counts his breaths before casting a spell. He often smooths the edge of his patched apron as though checking the quality of an invisible seam.
Personality
Gentle, observant, and quietly sociable, Nadim treats nearly every person as a craftsperson whose work deserves respect. He is quick to offer practical help and slow to judge, but becomes visibly anxious when plans change without warning. He enjoys careful conversation, warm bread, and the small satisfaction of fixing an object that everyone else had given up on.
Ideals
Craftsmanship. Anything worth making deserves patience, care, and the chance to be repaired before it is thrown away.
Bonds
I will return to my mother's guild with proof that my magic can be mastered and used for the good of its members.
Flaws
When frightened or embarrassed, I hide behind technical explanations and insist that every problem can be solved if I am given enough time, even when someone needs an honest apology instead.
Quirks
Background
Nadim Sulo grew up between two worlds, the son of a human glassworker from a river city and a half-elven mother whose family had spent generations making fine instruments for navigators, physicians, and mages. He apprenticed in his mother's workshop, learning to shape heated glass into lenses, vials, beads, and delicate measuring tubes. His talent was unusually intuitive. Glass seemed to respond to his hands before he understood what he was doing, bending light into colors that had no name and cooling perfectly whenever he whispered to it. The guild called his gift useful but dangerous after a demonstration filled the workshop with dancing sparks and briefly gave every bottle inside a different voice. Nadim was not expelled, but he was urged to leave until he could understand the source of his power. He took his polished blue glass bead, his tools, and a letter of introduction, then set out to find work and answers. He now travels as a practical problem-solver, using sorcery to protect people, repair what others discard, and uncover whether his strange magic is inherited from his elven blood, awakened by accident, or connected to something listening from just beyond the world.
“He apprenticed in his mother's workshop, learning to shape heated glass into lenses, vials, beads, and delicate measuring tubes.”
- Background
- Guild Artisan
Connections
Species
Half-Elf
Media
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