Nora Qamar
Nora Qamar
Sheet
AC 13 · HP 67 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Languages
Features
22 featuresAlways on
- Fire Bolt
When An enemy is within 120 feet and Nora wants to attack without spending a spell slot.
Nora releases a mote of flame that streaks toward a creature within 120 feet, making a ranged spell attack and dealing 2d10 fire damage on a hit.
- Cure Wounds
When An ally within touch range is injured.
Nora creates a burst of healing energy that restores 1d4+4 hit points to a creature within 60 feet, and she can use Spell Breaker to end one spell affecting it if applicable.
- Flame Strike
When Several enemies are grouped together in an area Nora can see.
Nora calls down a column of divine fire on a point within 60 feet. Creatures in a 5-foot-radius cylinder make a Dexterity saving throw, taking 8d6 radiant damage on a failure or half as much on a success.
- Dispel Magic
When A dangerous magical effect is active within 120 feet.
Nora suppresses a magical effect on a creature or object, ending spells of 3rd level or lower automatically and making an ability check for higher-level spells.
- Arcane AbjurationLevel 2
When A qualifying supernatural creature threatens Nora or her allies.
Nora presents her holy symbol and invokes Arcane Abjuration, forcing an eligible celestial, elemental, fey, fiend, or undead within 30 feet to make a Wisdom saving throw.
- SpellcastingLevel 1
Nora is a spellcaster. Wisdom is her spellcasting ability. She can prepare cleric spells after each long rest, with a normal maximum of 13 prepared cleric spells, not counting domain spells. She can use a holy symbol as a spellcasting focus.
- Divine DomainLevel 1
Nora chooses the Arcana Domain. She gains domain features and domain spells at the appropriate cleric levels.
- Arcana Domain ProficienciesLevel 1
Nora gains proficiency with light armor, medium armor, shields, and all simple weapons. She also gains proficiency in the Arcana skill from her domain.
- Arcane InitiateLevel 1
Nora learns the wizard cantrips Dancing Lights and Magic Missile? Arcana Initiate grants two wizard cantrips of her choice. She knows Fire Bolt and Minor Illusion, using Wisdom as her spellcasting ability for them.
- Channel DivinityLevel 2
Nora can use Channel Divinity once between rests, choosing Turn Undead or one of her domain options. She also gains the Arcane Abjuration option, presenting her holy symbol to force a celestial, elemental, fey, fiend, or undead within 30 feet to make a Wisdom saving throw. On a failure, the creature is turned for 1 minute or until it takes damage.
- Channel Divinity, Two UsesLevel 6
Nora can use Channel Divinity twice between rests.
- Spell BreakerLevel 6
When Nora restores hit points to a creature with a cleric spell of 1st level or higher, she can also end one spell affecting that creature if the spell's level is equal to or lower than the healing spell's level.
- Ability Score ImprovementLevel 4
Nora gains an Ability Score Improvement. She increased her Dexterity by 1 and her Constitution by 1, reflected in her final ability scores.
- Ability Score ImprovementLevel 8
Nora gains an Ability Score Improvement. She increased her Wisdom by 1 and her Intelligence by 1, reflected in her final ability scores.
- Potent SpellcastingLevel 8
Nora adds her Wisdom modifier to the damage she deals with any cleric cantrip. This applies to her cleric cantrips, but not to wizard cantrips gained from Arcane Initiate unless the spell is also a cleric cantrip.
- Ability Score IncreaseHuman+1 to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
- SizeHumanMedium.
- SpeedHuman30 feet.
- LanguagesHumanCommon and one additional language.
- TraitHumanHuman adaptability and versatility.
- TraitHumanHuman bonus languages are Common and Draconic, with Draconic chosen as the additional language.
- Position of PrivilegeNoble
Nora can secure an audience with local nobility, and common folk are inclined to treat her as a person of importance. She can also call upon the hospitality of other nobles and maintain a household of retainers when circumstances permit.
Spells
21 spellsSpellcasting. Nora Qamar casts with Wisdom (spell save DC 16, 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 (1 slot): ,
Gear
10 itemsWeapons
- MaceA simple wooden staff used as both walking stick and spellcasting focus.
- Light crossbowA light crossbow with 20 bolts, included as part of the cleric's starting equipment package.
Armor
- ShieldA practical shield bearing a small silver arcane eye. Nora normally leaves it strapped to her pack rather than wearing it.
Gear
- Holy symbolA holy symbol of Nora's faith, engraved with an open eye and concentric geometric lines.
- Common clothesA set of common clothes suitable for travel and study.
- Scholar's packA scholar's pack containing a backpack, a book of lore, ink, a pen, ten sheets of parchment, a little bag of sand, and a small knife.
- Fine clothesFine clothes inherited from her noble household, worn only when diplomacy requires it.
- Signet ringA signet ring bearing her family's seal.
- Scroll of pedigreeA scroll of pedigree proving her descent from a respected noble family.
Purse
- Purse of goldA purse containing 25 gp from her noble starting equipment.
Appearance
Nora is a fair-skinned human woman with bright blue eyes, a flushed complexion, and thick blonde hair usually gathered in a loose, failing braid. She has a sturdy, athletic build and expressive features that make every emotion plain. She favors modern practical clothing, worn boots, fitted trousers, and a loose pale shirt that strains slightly across her curves. She carries no armor, preferring mobility and a direct connection to the strange arcane currents she studies. A silver holy symbol hangs from a cord around her neck, etched with a small open eye surrounded by geometric sigils.
Mannerisms
Nora talks with her hands, traces invisible diagrams in the air when explaining a spell, and mutters short calculations under her breath when nervous. When someone surprises her, she blinks twice, looks briefly offended by reality, and then asks what happened with intense professional interest.
Personality
Nora is warm, curious, and physically incapable of entering a room quietly. She is an enthusiastic teacher who explains complicated magic with everyday comparisons, then becomes intensely focused when a real danger appears. She enjoys noble etiquette when it helps people communicate, but dislikes it when used to conceal cruelty. Beneath her confidence is a persistent fear that her family was right to call her reckless, so she often overcompensates by charging toward problems before anyone can accuse her of being afraid.
Ideals
Knowledge is a lantern, not a jewel. It should be carried into dark places and shared with anyone willing to learn.
Bonds
She is determined to protect her family's great library, even from members of her own family who would conceal or weaponize its most dangerous secrets.
Flaws
Nora cannot resist investigating forbidden magic, even when caution would clearly be wiser. She is also quick to assume that anyone who dislikes scholarship is either hiding something or being deliberately foolish.
Quirks
Background
Nora Qamar was born into a minor but old human noble house whose wealth came from maintaining libraries, observatories, and schools rather than commanding armies. Her family expected her to become a polished patron of scholarship, but Nora was always more interested in what the scholars were actually studying. She spent her adolescence sneaking into restricted archives, copying diagrams of magical wards, and asking priests why divine miracles seemed to obey rules that looked suspiciously like mathematics. Her curiosity eventually brought her to a temple where the boundary between prayer and spellcraft was treated not as a wall, but as a doorway. As an initiate of the Arcana Domain, Nora learned to read magic as both revelation and responsibility. She became especially skilled at dismantling hostile enchantments, protecting ordinary people from supernatural forces, and finding the hidden structure beneath impossible phenomena. Her noble family considers her career embarrassing, particularly because she abandoned ceremonial gowns for practical clothes and refuses to wear armor. Nora sees things differently. Every spell is a promise that power can be understood, and every person saved from that power is proof that knowledge belongs to more than the privileged few. She now travels wherever magical disturbances, cursed relics, or dangerous secrets threaten to become someone else's inheritance.
“Her family expected her to become a polished patron of scholarship, but Nora was always more interested in what the scholars were actually studying.”
- Background
- Noble
Connections
Species
Human
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