Nabil Kettlesprocket
Nabil Kettlesprocket
Sheet
AC 10 · HP 6 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
11 featuresAlways on
- Magic Missile
When When Nabil needs a dependable ranged attack or must divide precise force among several targets.
Create three glowing darts of magical force. Each dart strikes a creature Nabil can see within 120 feet and deals 1d4 + 1 Force damage. The darts may target one creature or several.
- SpellcastingLevel 1
Nabil can cast three Wizard cantrips of his choice. He has a spellbook containing six level 1 Wizard spells and can prepare four level 1 or higher Wizard spells after a Long Rest. His spellcasting ability is Intelligence, and he can use an Arcane Focus or Component Pouch as a focus where appropriate.
- Spell SlotsLevel 1
Nabil can recover expended spell slots with a Long Rest. At level 1, this feature provides two level 1 spell slots.
- SpellbookLevel 1
Nabil's wizardly spellbook is a Tiny object weighing 3 pounds, containing 100 pages and the six level 1 Wizard spells listed in his spells.
- Creature TypeGnomeHumanoid.
- SizeGnomeSmall, approximately 3 to 4 feet tall.
- SpeedGnome30 feet.
- DarkvisionGnomeDarkvision out to 60 feet.
- Gnomish CunningGnomeAdvantage on Intelligence, Wisdom, and Charisma saving throws.
- Gnomish Lineage, Rock GnomeGnomeNabil knows the Mending and Prestidigitation cantrips. Using Prestidigitation, he can spend 10 minutes creating a Tiny clockwork device with AC 5 and 1 hit point. He can have up to three such devices at once, and each device falls apart after 8 hours or when dismantled.
- Guild MembershipGuild Artisan
Guild Membership. Nabil is a recognized member of an artisan guild. Fellow guild members offer him lodging and food when possible, provide assistance with legal or professional difficulties, and help him locate skilled craftsmen, buyers, and useful contacts. He must still pay for material costs and avoid abusing the guild's trust.
Spells
10 spellsSpellcasting. Nabil Kettlesprocket casts with Intelligence (spell save DC 10, to hit with spell attacks).
Cantrips (at will): , , , ,
1st level (2 slots): , , , ,
Gear
13 itemsWeapons
- QuarterstaffA polished ash quarterstaff capped with a brass gear, used as both walking stick and arcane implement.
- DaggerA balanced steel dagger kept in a sheath beneath his left sleeve.
Tools
- Tinker's toolsA set of finely balanced tools used to repair clocks, toys, locks, and small mechanisms.
- Alchemist's suppliesA compact kit of glass vials, powders, and mixing spoons inherited from his mother.
- Calligrapher's suppliesFine nibs, ruled guides, and a small jar of black ink used for technical diagrams and spell notation.
Gear
- SpellbookA reinforced leather-bound spellbook containing six level 1 Wizard spells.
- Component pouchA small pouch containing bat guano, bits of mica, powdered chalk, thread, and other mundane components.
- Scholar's packA scholar's pack containing a backpack, book, ink, pen, ten sheets of parchment, a little sand, and a small knife.
- RobesA dark blue robe altered with brass fasteners and protective inner pockets.
- Guild artisan's apronA leather apron marked with the seal of his family's tinkers' guild.
- Traveler's clothesA plain set of traveler's clothes suitable for work and road travel.
Purse
- Coin pouchA small purse containing the remainder of his guild stipend.
- 15×Gold piecesFifteen gold pieces.
Appearance
Nabil Kettlesprocket is a small rock gnome with a round, open face, warm brown skin, and thick copper curls that escape from beneath a patched blue cap. His broad front teeth show prominently whenever he eats, grins, or concentrates, giving his smile an almost rabbitlike brightness. He smells faintly of lamp oil, cedar shavings, and cinnamon, a scent he considers normal and rarely notices. His clothes are practical guild workwear under a neatly belted wizard's robe, with tiny brass fittings sewn into the cuffs and a spellbook secured in a reinforced leather case.
Mannerisms
Nabil taps his thumb against his first two fingers as though counting invisible spell components. When nervous, he quietly names the parts of nearby objects. He laughs through his nose before laughing aloud, then covers his prominent front teeth as if surprised to find them there.
Personality
Nabil is gentle, curious, and stubbornly practical. He speaks to broken devices as though they are embarrassed patients, and he prefers quiet competence to dramatic displays. He is generous with repairs, suspicious of grand promises, and delighted by anyone who can explain how something works. His calm disappears when people damage useful objects carelessly.
Ideals
Precision. A promise, a bridge, or a spell should work the same way every time. If it does not, someone has not yet understood the mechanism.
Bonds
His family's workshop is threatened by a rival guild that wants its designs and debts. Nabil sends home every useful diagram and refuses to let the family name be forgotten.
Flaws
He treats every disagreement as a design problem and becomes patronizing when someone refuses to be improved. He also trusts a neat diagram more than a frightened witness, which has led him to overlook inconvenient human details.
Quirks
Background
Nabil was born above a clockmaker's workshop in a crowded gnome quarter where every wall had a shelf, every shelf had a half-finished device, and every family argument ended with someone tightening a screw. His parents were tinkerers who repaired household mechanisms, toy soldiers, music boxes, and the occasional enchanted kettle. Nabil was never the strongest or quickest member of the family, but he possessed an unusual patience for repeated motion. He could watch a mechanism fail for hours, adjusting one angle at a time until the fault revealed itself. His first spell was not a spark or a dramatic illusion. It was a single forceful mote that flew from his hand and struck a falling brass gear before it crushed his younger sister's foot. That moment convinced him that magic, like engineering, was a question of reliable outcomes. He apprenticed himself to a guild arcanist, whose lessons taught him that Magic Missile was not merely a beginner's spell, but the purest expression of certainty in motion. Nabil now travels to test his theories in the field, repair strange devices, and discover whether a spell can be made more precise by understanding the small imperfections in the caster who releases it.
“His parents were tinkerers who repaired household mechanisms, toy soldiers, music boxes, and the occasional enchanted kettle.”
- Background
- Guild Artisan
Connections
Species
Gnome
Media
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