Nadira Qazbek
Nadira Qazbek
Sheet
AC 10 · HP 14 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
12 featuresAlways on
- Ritual Casting
When When casting a prepared or spellbook ritual
You cast a wizard spell as a ritual if it has the Ritual tag and is in your spellbook, without preparing it.
- Arcane RecoveryLevel 1
When After a Short Rest
Once per day after a Short Rest, recover one expended 1st-level spell slot.
- Sculpt SpellsLevel 3
When When casting a 1st-level evocation spell that allows a saving throw
Protect up to two allies from a 1st-level evocation spell by having them automatically succeed on their saves and take no damage when a successful save would normally halve the damage.
- SpellcastingLevel 1
You can cast wizard spells using Intelligence as your spellcasting ability. You have a spellbook containing your known wizard spells, and you can prepare a number of wizard spells equal to your Intelligence modifier plus your wizard level.
- Ritual AdeptLevel 1
You can cast a wizard spell as a ritual if that spell has the Ritual tag and is in your spellbook, without needing to have it prepared.
- ScholarLevel 2
You gain expertise in one area of study associated with the Arcana, History, Investigation, Medicine, Nature, or Religion skill. Your chosen expertise is Arcana.
- Evocation SavantLevel 3
Your study of evocation magic lets you copy evocation spells into your spellbook for half the normal time and gold cost.
- TraitHalf-ElfDarkvision, you can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- TraitHalf-ElfFey Ancestry, you have Advantage on saving throws to avoid or end the Charmed condition.
- TraitHalf-ElfFey Ancestry, magic cannot put you to sleep.
- TraitHalf-ElfSkill Versatility, you gain proficiency in two skills of your choice. These proficiencies are represented by Arcana and Investigation.
- Rustic HospitalityFolk Hero
Common folk recognize Nadira as one of their own and will usually shelter her, hide her from pursuers, or provide simple aid, though they will not risk their lives for her.
Spells
11 spellsSpellcasting. Nadira Qazbek casts with Intelligence (spell save DC 10, to hit with spell attacks).
Cantrips (at will): , ,
1st level (4 slots): , , , , , , ,
2nd level (2 slots): no spells
Gear
9 itemsWeapons
- QuarterstaffA simple wooden staff used as a spellcasting focus and walking stick.
- 2×DaggerA light blade kept in a boot sheath.
Tools
- Woodcarver's ToolsA set of tools used to repair fences, carts, hinges, and other village necessities.
Gear
- Scholar's PackContains writing supplies, reference texts, and general adventuring necessities.
- SpellbookA leather-bound collection of wizard spells, diagrams, and copied observations.
- ShovelUseful for digging, clearing rubble, and surviving mountain roads.
- Iron PotA dented cooking vessel that also served as a signal gong during the quarry rescue.
- Common ClothesSturdy everyday clothing suitable for travel and farm work.
Purse
- 10×Gold PiecesCoins collected from the village as a travel fund.
Appearance
Nadira is a lean, copper-brown-skinned half-elf with dark auburn hair cut to the jaw and one pale green eye, the other a deep hazel. Fine pointed ears emerge from beneath her hair, and a small scar crosses her left eyebrow. She dresses in practical village clothes beneath a weathered blue scholar's robe, with a brass-bound spellbook tucked into a satchel and chalk dust permanently marking her fingers.
Mannerisms
Nadira taps the brass compass against her wrist while thinking, mutters practical instructions to her spellbook as if it were an apprentice, and pauses before answering any question that contains the word impossible.
Personality
Practical, warm, and quietly intense. Nadira treats every problem as a repair job, listens carefully to frightened people, and becomes unexpectedly competitive when challenged on matters of magical theory.
Ideals
Useful knowledge is better than impressive knowledge. Magic should leave ordinary people safer, warmer, and less afraid.
Bonds
I will return to my mountain village with enough knowledge and wealth to repair its roads, wells, and ruined waystation.
Flaws
I cannot admit ignorance when someone is counting on me, so I sometimes attempt dangerous magic rather than ask for help.
Quirks
Background
Nadira was raised in a mountain settlement where human shepherds, elven traders, and half-elven families shared the same narrow roads and stubborn wells. Her mother kept the village accounts, while her estranged elven father left behind only a brass compass and a talent for strange handwriting. Nadira learned practical magic from a water-stained book found in an abandoned waystation. Her first successful spell was meant to mend a broken irrigation gate, but it instead animated every wooden bucket in the village and sent them marching toward the river. The villagers still tell the story whenever they need cheering up. Her reputation as a folk hero began when a landslide trapped several families in an old quarry. Nadira used improvised wards, borrowed mining lamps, and a risky burst of evocation magic to clear a passage. The rescue made her a local legend, although Nadira insists the real heroes were the miners who kept digging. She now travels to study the old magical roads linking the highlands, hoping to learn why the same symbols appear in her father's handwriting and in the ruins beneath her home. She carries the village's gratitude uneasily, convinced that a hero should be useful every day, not merely remembered for one dramatic act.
“Her mother kept the village accounts, while her estranged elven father left behind only a brass compass and a talent for strange handwriting.”
- Background
- Folk Hero
Connections
Species
Half-Elf
Media
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