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Sadro - AI-generated fantasy Character

Sadro

Kobold · Bard · Level 1 · Charlatan

Sadro

Sadro is flamboyant, suspicious, and relentlessly inventive.
AC11
HP7/7
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 11 · HP 7 · 30 ft.
AlignmentChaotic GoodGenderMaleAge19 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Disguise kit,
Forgery kit,
Three musical instruments: lute, drum, pan flute,
Gaming set: marked cards and weighted dice

Languages

Common,
Draconic,
Thieves’ Cant

Features

15 features

Action

  • Minor Illusion

    When Sadro chooses a point within 30 feet.

    Sadro creates a sound or image of an object within range that lasts for up to 1 minute. The illusion can be dismissed as an action, and physical interaction reveals it to be an illusion.

  • Grovel, Cower, and BegKoboldAs an action, Sadro can distract nearby enemies with pathetic cries, elaborate pleading, and theatrical surrender. Creatures within 10 feet that can see or hear him have disadvantage on attack rolls against creatures other than Sadro until the end of his next turn. Sadro can use this trait once per short or long rest.

Bonus action

  • Healing Word

    When A creature within 60 feet has 0 hit points or needs healing.

    A creature of Sadro’s choice regains 1d4 plus Sadro’s spellcasting ability modifier hit points, and the spell does not require Sadro to see the target. It is a bonus action.

  • Bardic Inspiration (d6)Level 1

    Sadro can inspire others through stirring words or music. As a bonus action, he chooses one creature other than himself within 60 feet that can hear him. That creature gains one Bardic Inspiration die, a d6. Within the next 10 minutes, the creature can roll the die and add the result to one ability check, attack roll, or saving throw. Sadro can use this feature a number of times equal to his Charisma modifier, regaining all expended uses after a long rest.

Always on

  • Vicious Mockery

    When A creature within 60 feet can hear Sadro.

    Sadro uses sharp, magically laced insults to deal psychic damage to one creature that can hear him and that he can see within 60 feet. The target must succeed on a Wisdom saving throw or take 1d4 psychic damage, and it has disadvantage on its next attack roll before the end of its next turn.

  • Dissonant Whispers

    When A creature within 60 feet can hear Sadro.

    One creature within range that can hear Sadro must make a Wisdom saving throw. On a failure, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from Sadro. On a successful save, it takes half damage and suffers no forced movement.

  • Faerie Fire

    When Sadro chooses a point within 60 feet.

    Each creature in a 20-foot cube originating from a point within range must make a Wisdom saving throw. Creatures that fail are outlined in colorful light, granting advantage on attack rolls against them, and they cannot benefit from invisibility.

  • Charm Person

    When A humanoid within 30 feet is targeted.

    One humanoid within range must make a Wisdom saving throw. If it fails, it is charmed by Sadro for the duration or until Sadro or his companions harm it.

  • SpellcastingLevel 1

    Sadro is a 1st-level spellcaster. His spellcasting ability is Charisma. He knows two bard cantrips and four 1st-level bard spells. He can use a musical instrument as a spellcasting focus.

  • DarkvisionKoboldSadro can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. He cannot discern color in darkness, only shades of gray.
  • Pack TacticsKoboldSadro has advantage on an attack roll against a creature if at least one of his allies is within 5 feet of the creature and the ally is not incapacitated.
  • Sunlight SensitivityKoboldSadro has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when he, the target of his attack, or whatever he is trying to perceive is in direct sunlight.
  • Draconic CunningKoboldSadro has advantage on saving throws against being frightened.
  • Kobold LegacyKoboldSadro’s kobold heritage grants him nimble movement and a talent for surviving through cooperation and deception. Under the classic 2014 rules profile, these traits are represented by his kobold racial features.
  • False IdentityCharlatan

    Sadro has a false identity, forged documents, and a practiced collection of aliases. He can create convincing disguises and fabricate documents well enough to support his deceptions, provided the deception does not require reproducing official seals or highly specialized knowledge.

Spells

6 spells

Spellcasting. Sadro casts with Charisma (spell save DC 12, to hit with spell attacks).

Cantrips (at will): ,

1st level (2 slots): , , ,

Gear

9 items

Weapons

  • Rapier
    A finesse martial weapon suitable for a performer who prefers dramatic flourishes over brute force.
  • Dagger
    A backup weapon with a wicked point and a well-balanced throwing profile.

Armor

  • Leather armor
    Light armor made from treated leather, worn beneath Sadro’s theatrical coat.

Tools

  • Lute
    A lute used both for performances and as a spellcasting focus. It has several repaired strings and a hidden compartment in the neck.
  • Disguise kit
    A convincing disguise used when Sadro needs to appear as a minor noble, traveling scholar, or unusually short human.

Gear

  • Entertainer’s pack
    A pack containing a bedroll, blanket, two costumes, five candles, five days of rations, a waterskin, and miscellaneous performance supplies.
  • Con artist’s accessories
    A collection of marked cards, weighted dice, and other accessories for cheating at games of chance.
  • False identity papers
    A set of forged letters, travel papers, and identity documents supporting one of Sadro’s aliases.

Purse

  • 15×
    Gold pieces
    Money saved from performances, schemes, and several extremely rigged games.

Appearance

Sadro is a small, wiry kobold with rust-red scales, oversized amber eyes, and a narrow muzzle full of uneven teeth. He wears battered leather armor beneath a dramatic burgundy performer’s coat, which is tailored to conceal the fact that he is actually three kobolds standing on one another’s shoulders. His top kobold wears a feathered hat, the middle kobold handles the instruments and props, and the bottom kobold does most of the walking. A painted theatrical mask hangs at his belt beside a rapier and dagger.

Mannerisms

Sadro punctuates important statements with theatrical bows, flourishes his coat as if revealing a grand stage illusion, and frequently speaks in different voices for the three kobolds in the trench coat. When nervous, he taps out rhythms on nearby surfaces and whispers stage directions to himself.

Personality

Sadro is flamboyant, suspicious, and relentlessly inventive. He treats every conversation as a performance and every obstacle as a puzzle that can be solved with timing, misdirection, or a sufficiently dramatic entrance. Beneath the bravado, he is observant and deeply compassionate toward people who are dismissed, exploited, or considered strange.

Ideals

Chaos is a ladder for the powerless. A broken system deserves to be disrupted, especially when its rules exist only to protect the comfortable.

Bonds

Sadro is determined to find Vek and Nib, rebuild their act, and prove that the three of them can change the world without begging powerful people for permission. He also protects common folk who are being exploited by nobles, guilds, priests, or anyone else hiding greed behind tradition.

Flaws

Sadro cannot resist humiliating someone who abuses authority, even when discretion would be wiser. He is also dangerously confident in his ability to talk his way out of trouble, and he sometimes continues a lie long after the original plan has collapsed.

Quirks

Keeps three separate sets of business cards, one for each kobold persona.
Names every disguise and gives each one a distinct accent.
Refers to combat as the second act.
Carries a tiny wooden sign reading “Applause Please.”
Insists that Vek and Nib are still part of the act, even when arguing with them through the coat.

Background

Sadro was born into a traveling kobold performance troop that survived by turning spectacle into supper. The troupe’s greatest act was the Three-Headed Wonder, a single towering performer supposedly blessed by an eccentric dragon. In truth, Sadro and two friends, Vek and Nib, climbed into a reinforced trench coat and performed juggling routines, comic songs, puppet shows, and carefully staged acts of fake prophecy. Sadro was the voice and brains of the operation, Vek managed the instruments and props, and Nib handled the legs. Their act was clever, ridiculous, and beloved by ordinary folk, but a wealthy patron eventually discovered the secret and demanded that the troupe abandon the kobolds or lose its best contracts. The troupe chose respectability. Sadro, Vek, and Nib were cast out with the coat, a broken lute, and a warning never to return.

“The troupe’s greatest act was the Three-Headed Wonder, a single towering performer supposedly blessed by an eccentric dragon.”
From their backstory
Background
Charlatan

Connections

Species

Kobold

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