Haddur Naim
Haddur Naim
Sheet
AC 16 · HP 25 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationSTR
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
16 featuresAlways on
- Turn UndeadLevel 2
When As an action, when undead are within 30 feet
You present your holy symbol and force undead creatures within 30 feet that can see or hear you to flee on a failed Wisdom saving throw.
- Preserve Life
When As an action, when allies within 30 feet need healing
You channel divine energy to restore a total of 15 hit points among creatures within 30 feet, subject to the feature's restrictions.
- SpellcastingLevel 1
You can cast cleric spells using Wisdom as your spellcasting ability. You can use a holy symbol as a spellcasting focus.
- Divine Domain, Life DomainLevel 1
You devote yourself to the Life Domain. You gain domain spells, proficiency with heavy armor, and proficiency with martial weapons. Your domain spells are always prepared and do not count against the number of cleric spells you can prepare.
- Disciple of LifeLevel 1
When you restore hit points with a spell of 1st level or higher, the target regains additional hit points equal to 2 plus the spell's level.
- Channel DivinityLevel 2
You can use a holy symbol as a conduit for divine energy. You gain two uses of Channel Divinity, regained after a short or long rest. You can use Channel Divinity to Turn Undead.
- Channel Divinity, Preserve LifeLevel 2
You can use Channel Divinity to restore hit points equal to five times your cleric level, dividing the healing among creatures within 30 feet. This healing cannot restore a creature above half its hit point maximum and cannot affect constructs or undead.
- Bonus ProficienciesLevel 1
You gain proficiency with heavy armor and martial weapons through the Life Domain.
- DarkvisionDwarf, Hill DwarfYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, but cannot distinguish color in darkness.
- Dwarven ResilienceDwarf, Hill DwarfYou have advantage on saving throws against poison, and resistance to poison damage.
- Dwarven Combat TrainingDwarf, Hill DwarfYou are proficient with battleaxes, handaxes, light hammers, and warhammers.
- Tool ProficiencyDwarf, Hill DwarfYou gain proficiency with the herbalism kit.
- StonecunningDwarf, Hill DwarfWhenever you make an Intelligence History check related to the origin of stonework, you are considered proficient and add double your proficiency bonus.
- Dwarven ToughnessDwarf, Hill DwarfYour hit point maximum increases by 1 for each level.
- Dwarven SpeedDwarf, Hill DwarfYour walking speed is not reduced by wearing heavy armor.
- DiscoveryHermit
You have discovered a unique and powerful insight during your secluded life. When you enter a settlement, you can usually find a place willing to shelter you, and people may seek your counsel because of your spiritual reputation.
Spells
8 spellsSpellcasting. Haddur Naim casts with Wisdom (spell save DC 11, to hit with spell attacks).
1st level (4 slots): , , , ,
2nd level (2 slots): , ,
Gear
7 itemsWeapons
- WarhammerA one-handed martial weapon with a broad, practical head, carried for both defense and ritual use.
Armor
- Scale mailScale mail worn beneath a gray traveling cloak.
- ShieldA wooden shield bearing a painted sprouting herb between two stones.
Tools
- Herbalism kitA small collection of dried mint, bitterroot, bandages, mortar dust, and other prepared remedies.
Gear
- Priest's packIncludes a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Holy symbolA small silver emblem of Haddur's chosen deity, mounted on a leather cord.
- Hermit's belongingsA simple gray cloak, spare clothes, and a blanket marked with the symbol of his former hermitage.
Appearance
A compact hill dwarf with a broad, capable frame, sun-browned copper skin, and thick dark hair braided with plain brass rings. His beard is carefully divided into three short, practical braids, each tied with faded blue thread. He smells distinctly of crushed mint, lamp oil, and old stone, a scent he does not notice until someone points it out. He walks with a measured, slightly rolling gait that favors his left side, as though every floor might conceal an uneven flagstone. He wears scale mail beneath a weather-softened gray cloak, and his shield bears a simple painted image of a sprouting herb between two stones.
Mannerisms
Haddur pauses before answering difficult questions, pressing his thumb against the edge of his holy symbol as if checking whether it is still real. He counts doorways under his breath and instinctively inspects the nearest water source whenever he enters a camp.
Personality
Quietly attentive and patient, Haddur listens as though every person is describing a wound that deserves careful examination. He is practical, stubbornly compassionate, and more comfortable beside a sickbed or cooking fire than in a crowded temple. He dislikes grand speeches but remembers small details, especially the names of the dead.
Ideals
Mercy. No life is disposable, and no one should face pain alone while I still have breath and hands to help.
Bonds
I will return to my ancestral hold and cleanse the mine that poisoned my people.
Flaws
I trust suffering more than comfort, and I sometimes reject easy solutions because I believe anything worthwhile must be endured.
Quirks
Background
Haddur Naim was born in a hill-dwarf mining hold where every family kept a garden in the cracks between buildings. His mother tended the sick, his uncle tended the shrine, and Haddur learned early that the two duties were never truly separate. During a winter of black frost, a vein of tainted mineral was opened beneath the hold. Haddur survived the sickness, but many did not. He withdrew to an abandoned watch chapel above the mine, carrying only a shield, a box of herbs, and the conviction that the gods had not abandoned the dead, even if the living had failed them. For seven years he lived as a hermit among wind-carved stones, cultivating medicinal plants in poor soil and recording the prayers that seemed to comfort people when medicine could not. His discovery was not a prophecy, but a method: pain became easier to bear when given a name, a witness, and a place in the world. A traveling pilgrim eventually told Haddur that his work belonged among people, not only among graves. He returned to the roads as a cleric of the Life domain, determined to preserve lives before they became memories, while quietly searching for the source of the black frost that first drove him into solitude.
“His mother tended the sick, his uncle tended the shrine, and Haddur learned early that the two duties were never truly separate.”
- Background
- Hermit
Connections
Species
Dwarf, Hill Dwarf
Media
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