Nahrin Qazbek
Nahrin Qazbek
Sheet
AC 11 · HP 142 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCON
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceDEX
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalCHA
Weapons
Tools
Languages
Features
26 featuresAction
- Healer's Kit Treatment
When A creature is at 0 hit points or can benefit from the Healer feat.
Nahrin uses a healer's kit to stabilize a creature as an action or restore hit points during a short rest.
- Ability Score ImprovementLevel 12
Nahrin gains an Ability Score Improvement, gaining the Healer feat. She can use a healer's kit to stabilize a creature as an action and can restore 1d6 + 4 + the creature's number of Hit Dice hit points when applying a kit to a creature during a short rest.
- Spell MasteryLevel 18
Nahrin can cast a prepared 1st-level wizard spell without expending a spell slot, provided the spell is cast as an action. She can use this feature once per short or long rest.
Reaction
- Shield
When Nahrin is hit by an attack or targeted by Magic Missile.
Nahrin creates an invisible magical barrier that grants a +5 bonus to AC as a reaction, including against the triggering attack.
Always on
- Minor AlchemyLevel 2
When An unattended minor nonmagical object is within reach.
Nahrin uses an action to alter one minor nonmagical object, changing its appearance or basic physical qualities for 1 hour.
- Transmuter's StoneLevel 6
When Nahrin has 8 uninterrupted hours to create the stone, or casts a transmutation spell to change its benefit.
Nahrin uses an action to create or activate a transmuter's stone, granting its bearer one chosen benefit.
- Master TransmuterLevel 14
When A suitable nonmagical object or a creature requiring restoration is within reach.
Nahrin uses an action to transmute a nonmagical object or apply one of the restorative effects of Master Transmuter.
- Cure Wounds
When A creature Nahrin touches needs healing.
Nahrin touches a willing creature and restores 1d8 + 5 hit points, with additional healing when cast using a higher-level slot.
- Mage Hand
When A nearby unattended object can be manipulated at range.
Nahrin creates a magical floating hand that can manipulate objects, open doors, stow or retrieve items, and pour liquids.
- Misty Step
When Nahrin needs to reposition as a bonus action.
Nahrin teleports up to 30 feet to an unoccupied space she can see.
- SpellcastingLevel 1
Nahrin can prepare wizard spells from her spellbook, using Intelligence as her spellcasting ability. She has a spellbook containing the wizard spells listed in her spell selection.
- Arcane RecoveryLevel 1
Nahrin can recover expended spell slots during a short rest. The slots can have a combined level equal to 10 or less, and none can be 6th level or higher.
- School of TransmutationLevel 2
Nahrin chooses the School of Transmutation as her arcane tradition. Copying transmutation spells into her spellbook costs half the normal time and gold.
- Ability Score ImprovementLevel 4
Nahrin gains an Ability Score Improvement, increasing Intelligence by 2, from 16 to 18.
- Ability Score ImprovementLevel 8
Nahrin gains an Ability Score Improvement, increasing Intelligence by 2, from 18 to 20.
- ShapechangerLevel 10
Nahrin can use her action to polymorph herself into a beast of challenge rating 1 or lower, retaining her Intelligence, Wisdom, and Charisma scores and her ability to speak. She can remain transformed for up to 1 hour, and can use this feature once per short or long rest.
- Ability Score ImprovementLevel 16
Nahrin gains an Ability Score Improvement, gaining the Resilient feat with Wisdom selected. Her Wisdom increases by 1, from 14 to 15, and she gains proficiency in Wisdom saving throws.
- Ability Score ImprovementLevel 19
Nahrin gains an Ability Score Improvement, increasing Wisdom by 1, from 15 to 16.
- Spell MasteryLevel 18
Nahrin has achieved supreme mastery of two powerful spells. She can cast one chosen 2nd-level wizard spell and one chosen 3rd-level wizard spell without expending spell slots, provided the spells are prepared. Her chosen Spell Mastery spells are Cure Wounds through the Arcane Initiate variant granted by her campaign's healing curriculum and Misty Step. Under strict core 2014 rules, Cure Wounds is not a wizard spell and cannot normally be selected for Spell Mastery, so her legal core choices are Shield and Misty Step.
- Signature SpellsLevel 20
Nahrin can cast a 1st-level wizard spell and a 2nd-level wizard spell from her spellbook without expending spell slots. She can instead cast a 3rd-level or lower spell once per long rest without expending a spell slot. After using this feature, she cannot use it again until finishing a long rest.
- Ability Score IncreaseHuman+1 to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
- SizeHumanMedium.
- SpeedHuman30 feet.
- LanguagesHumanCommon and one extra language.
- VersatileHumanHuman versatility provides broad aptitude rather than a specialized racial gift.
- Position of PrivilegeNoble
Because of her noble birth and family's wealth, Nahrin is welcome in high society and can secure an audience with influential people. Common folk often assume she has the means to provide aid, while aristocrats recognize her family's mine contracts and political connections.
Spells
26 spellsSpellcasting. Nahrin Qazbek casts with Intelligence (spell save DC 19, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (4 slots): , , , ,
2nd level (3 slots): ,
3rd level (3 slots): , ,
4th level (3 slots): , ,
5th level (3 slots): ,
6th level (2 slots): ,
7th level (2 slots): ,
8th level (1 slot):
9th level (1 slot): ,
Gear
10 itemsWeapons
- DaggerA small knife suitable for cutting bandages, preparing reagents, and defending herself in emergencies.
- QuarterstaffA staff used as a walking aid in the mine and as a simple improvised weapon.
Gear
- CrystalA finely made arcane focus used for spellcasting, set in a silver frame bearing the Qazbek mine mark.
- SpellbookA leather-bound spellbook containing Nahrin's prepared spells and additional wizard spells collected over her career.
- Healer's kitA healer's kit containing ten uses, each allowing a creature to be stabilized as an action. Nahrin also uses the kit with her Healer feat.
- Fine clothesA set of fine clothes appropriate for court, academic functions, and negotiations concerning the mine.
- Signet ringA signet ring bearing the Qazbek family seal, recognized by merchants, mine officials, and regional nobles.
- Scroll of pedigreeA scroll of pedigree proving Nahrin's noble birth and family ownership of the Qazbek Vein.
- PurseA purse containing the wealth left from her noble starting funds after purchasing practical medical and mining supplies.
- Miners' field clinic kitA portable kit of bandages, splints, salves, clamps, and mineral reagents for treating injuries in remote mine shafts.
Appearance
Nahrin Qazbek is a poised human woman of medium height, with olive skin, strong brows, and dark brown hair threaded with silver and usually braided close to the scalp. Her amber eyes are sharp with constant calculation, though exhaustion has left faint shadows beneath them. She dresses in expensive but practical charcoal-blue robes reinforced at the cuffs, wears a signet ring bearing her family's mine mark, and carries a polished brass case of surgical instruments beside her spellbook. A pale scar crosses her left palm from an early transmutation experiment.
Mannerisms
Nahrin taps her signet ring against glass when thinking, counts under her breath while treating wounds, and corrects people's pronunciation of mineral names even during emergencies. She writes medical notes in the margins of legal contracts.
Personality
Nahrin is composed, practical, and relentlessly attentive to other people's physical condition. She notices limps, tremors, pallor, and poorly healed fractures before she notices social discomfort. She is generous with medicine and advice, but dislikes being thanked in emotional terms. Praise makes her suspicious, while a clean set of records gives her genuine pleasure.
Ideals
Mercy is a form of stewardship. Anyone with the power to prevent suffering has a duty to spend that power, regardless of whether the beneficiary can repay it.
Bonds
The Qazbek Vein supports hundreds of families, and Nahrin will defend its workers even against her own relatives. She also feels responsible for the wizarding college that educated her, despite knowing that its faculty treated her family as a purse with a pulse.
Flaws
She assumes that nearly every problem has a price, a procedure, or an institution that can be pressured. When frightened, she becomes controlling and quietly patronizing, especially toward people who refuse her help.
Quirks
Background
Nahrin Qazbek was born into a wealthy mercantile family whose fortune came from the Qazbek Vein, a highly productive ore mine in the eastern hills. Her parents believed every problem could be solved by purchasing access to the right institution, so they bought her admission to an elite wizarding college and endowed a permanent scholarship fund in her name. The school accepted the arrangement with enthusiasm. Every term brought new tutors, laboratory privileges, private examinations, and flattering reports to her family. Nahrin was never a brilliant student, but she was diligent, observant, and unusually good at keeping frightened people alive when experiments went wrong. Her real calling emerged in the infirmary, where she combined transmutation theory with practical medicine. She learned to stabilize a shattered bone, purge poison from the blood, and reshape damaged flesh with a precision that her professors considered merely adequate until they saw patients survive. After graduation, Nahrin returned to oversee the mine, discovering that the workers' injuries and illnesses were more complicated than any academic exercise. She transformed a disused assay house into a clinic, funded research into restorative magic, and became the quiet medical authority of the surrounding settlements. Her family still considers her a disappointing scholar who wastes profitable time on miners, but Nahrin has come to believe that wealth is only respectable when it can be converted into survival.
“The school accepted the arrangement with enthusiasm.”
- Background
- Noble
Connections
Species
Human
Media
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