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Saelthar Emberchord - AI-generated fantasy Character

Saelthar Emberchord

Dragonborn · Bard · Level 1 · Entertainer

Saelthar Emberchord

Charismatic, theatrical, and surprisingly attentive, Saelthar delights in making allies feel like the heroes of their own stories.
AC10
HP9/9
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 10 · HP 9 · 30 ft.
AlignmentChaotic GoodGenderNonbinaryAge24
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • DeceptionCHA
  • InsightWIS
  • PerformanceCHA
  • PersuasionCHA

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Disguise kit,
Lute

Languages

Common,
Draconic

Features

11 features

Bonus action

  • Bardic InspirationLevel 1

    You know how to inspire others through stirring words or music. As a bonus action, choose one creature other than yourself within 60 feet that can hear you. That creature gains one Bardic Inspiration die, a d6, which it can add to one ability check, attack roll, or saving throw it makes within the next 10 minutes. You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.

Always on

  • Breath Weapon

    When Once per short or long rest.

    A burst of fiery draconic breath in a 15-foot cone. Creatures in the area make a Dexterity saving throw, taking 2d6 damage on a failed save, or half as much on a success. The damage type is determined by draconic ancestry.

  • SpellcastingLevel 1

    You know two cantrips of your choice from the bard spell list, and you know four 1st-level bard spells of your choice. You can cast any bard spell you know using a spell slot. Charisma is your spellcasting ability, and you use a spellcasting focus such as a musical instrument for your bard spells. You also have the Ritual Casting feature for bard spells you know with the ritual tag.

  • Ritual CastingLevel 1

    You can cast a bard spell you know as a ritual if that spell has the ritual tag and you have the spell prepared in the sense of knowing it, though this does not expend a spell slot.

  • TraitDragonbornAbility Score Increase, your Strength increases by 2 and your Charisma increases by 1.
  • TraitDragonbornDraconic Ancestry, you choose a damage type for your breath weapon and resistance, such as acid, cold, fire, lightning, or poison.
  • TraitDragonbornBreath Weapon, you can exhale destructive energy in a 15-foot cone, forcing creatures in the area to make a Dexterity saving throw.
  • TraitDragonbornDamage Resistance, you have resistance to the damage type associated with your draconic ancestry.
  • TraitDragonbornLanguages, you can speak, read, and write Common and Draconic.
  • TraitDragonbornSpeed, your walking speed is 30 feet.
  • By Popular DemandEntertainer

    Whenever you visit a civilized settlement, you can usually find a place to perform, know someone who appreciates your art, or secure modest lodging and food in exchange for a performance.

Spells

7 spells

Spellcasting. Saelthar Emberchord casts with Charisma (spell save DC 13, to hit with spell attacks).

Cantrips (at will): , ,

1st level (2 slots): , , ,

Gear

8 items

Weapons

  • Rapier
    A rapier, chosen as the bardic weapon option.
  • Dagger
    A dagger kept in a boot sheath for emergencies.

Armor

  • Leather armor
    A leather armor suit worn under performance layers.

Tools

  • Lute
    A lute, used as a spellcasting focus and stage instrument.

Gear

  • Diplomat's pack
    A diplomat's pack containing courtly travel essentials.
  • Favor from an admirer
    A favor from an admirer, kept tucked safely in a pocket.
  • Costume
    A costume for stage performances, stitched with dramatic copper trim.

Purse

  • Pouch of gold
    A pouch containing 15 gp from an early performance windfall.

Appearance

A copper dragonborn with polished amber scales, a slim but muscular frame, and a dramatic stage presence. Brass rings loop each horn, a worn traveling cloak hangs over fitted leather armor, and a polished lute rests across the back beside a satchel full of costume ribbons and lyric sheets. Their smile is wide, their eyes are bright and restless, and their voice carries the warmth of a tavern chorus and the authority of a born performer.

Mannerisms

Speaks in warm, cadenced phrases, often punctuating important points with a tap of their claw against a lute string. When thinking, they hum a melody under their breath, and when nervous, they straighten invisible wrinkles in their cloak as if preparing for a curtain call.

Personality

Charismatic, theatrical, and surprisingly attentive, Saelthar delights in making allies feel like the heroes of their own stories. They are generous with praise, quick with a joke, and stubbornly kind even when the situation turns grim. Beneath the sparkle and stagecraft, there is a disciplined listener who remembers names, worries, and small favors with almost unsettling precision.

Ideals

Freedom. No crown, contract, or tradition should own a person. Art exists to open doors, loosen chains, and remind people that they can choose who they become.

Bonds

Saelthar carries a silver tuning fork engraved with their mentor's name, and will risk almost anything to protect the old performer who taught them that art can be a form of courage. They also feel responsible for the caravan troupe that raised them, and send coin or letters whenever they can.

Flaws

Saelthar cannot resist a dramatic entrance, even when subtlety would be wiser. They hate being ignored, and if a crowd turns cold, they may push too hard to win them back. They also carry a private fear that without applause or usefulness, they are ordinary in ways they do not know how to endure.

Quirks

Bows before casting any spell, as if beginning a performance.
Names every instrument they own as though each were a fellow troupe member.
Cannot pass a reflective surface without checking their posture and scales.
Keeps tempo by clicking their tail against the ground when impatient.

Background

Saelthar Emberchord was born in a caravan that traveled from port city to mountain hold, learning early that a good song could calm a market dispute, soften a suspicious gate guard, or earn a family's supper for the night. Their clan expected them to become a courier or negotiator, but Saelthar found their true gift in performance. They discovered that rhythm, timing, and a sharpened sense of drama could move crowds as surely as any spear wall, and that a resonant voice could turn grief into resolve. The first time their breath weapon flashed across a stage in a burst of shimmering copper flame, the audience thought it was part of the act, and Saelthar decided that if the world insisted on making a spectacle of them, they would become the finest one it had ever seen. Years of performing in roadside inns and city theaters taught Saelthar how to read a room faster than most read a map. They learned when to charm, when to deflect, and when to step into the center of danger with a grin and a chord. Now they travel as a bard not only for applause, but to gather stories, preserve the songs of forgotten people, and prove that a dragonborn can be more than a warrior with a loud voice. Every performance is a promise to themselves, that no matter how rough the road, they will leave it brighter than they found it.

“Their clan expected them to become a courier or negotiator, but Saelthar found their true gift in performance.”
From their backstory
Background
Entertainer

Connections

Species

Dragonborn

Media

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