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Nambiri Oduro - AI-generated fantasy Character

Nambiri Oduro

Dragonborn · Bard (College of Lore) · Level 7 · Criminal

Nambiri Oduro

Warm, irreverent, and observant, Nambiri treats conversation like a game of cards.
AC12
HP52/52
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 12 · HP 52 · 30 ft.
AlignmentChaotic GoodGenderFemaleAgeThirty-two years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' tools,
Disguise kit,
Gaming set, knucklebones

Languages

Common,
Draconic,
Thieves' Cant

Features

23 features

Bonus action

  • Bardic Inspiration, d6Level 1

    You regain all expended uses of Bardic Inspiration when you finish a short or long rest. You can use a bonus action to grant one creature within 60 feet that can hear you a 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.

  • Song of Rest, d6Level 2

    You can use a bonus action to start a performance that lasts for 1 minute. You and friendly creatures within 30 feet that can hear you gain advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit.

Reaction

  • Cutting WordsLevel 3

    When A creature you can see within 60 feet makes an attack roll, ability check, or damage roll

    Subtract one Bardic Inspiration die from a creature's attack roll, ability check, or damage roll within 60 feet.

Always on

  • Bardic Inspiration

    When Bonus action

    Grant a creature within 60 feet that can hear you a Bardic Inspiration die, a d8, usable within 10 minutes on one ability check, attack roll, or saving throw.

  • Lightning Breath

    When Action

    Exhale a 15-foot cone of elemental energy. Each creature in the area makes a DC 13 Dexterity saving throw, taking 2d6 lightning damage on a failed save, or half damage on a successful one.

  • Friends of the Underworld

    When Action

    Charm a humanoid for 1 hour if it fails a DC 13 Wisdom saving throw. The target regards you as a friendly acquaintance.

  • Dissonant Whispers

    When Action

    Force a creature within 60 feet to make a DC 15 Wisdom saving throw or become frightened of you for up to 1 minute, repeating the save at the end of each turn.

  • SpellcastingLevel 1

    You can cast bard spells using Charisma as your spellcasting ability. You know three cantrips and ten bard spells. You can use a musical instrument as a spellcasting focus.

  • Jack of All TradesLevel 2

    You can add half your proficiency bonus, rounded down, to any ability check you make that does not already include your proficiency bonus.

  • Bonus ProficienciesLevel 3

    You gain proficiency with three additional skills of your choice. You can use a musical instrument as a spellcasting focus.

  • Bardic Inspiration, d8Level 5

    Your Bardic Inspiration die becomes a d8.

  • Font of InspirationLevel 5

    You regain all expended uses of Bardic Inspiration when you finish a short or long rest.

  • Additional Magical SecretsLevel 6

    You learn two spells of your choice from any class. A spell you choose must be of a level you can cast, or a cantrip. The chosen spells count as bard spells for you.

  • Expertise ImprovementLevel 7

    You can add your proficiency bonus to any ability check you make that lets you add half or less of your proficiency bonus, including initiative checks.

  • ExpertiseLevel 3

    Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either chosen proficiency. You have Expertise in Deception and Persuasion.

  • Song of RestLevel 2

    You can inspire others through stirring words or music. If you or any friendly creatures regain hit points at the end of a short rest by spending one or more Hit Dice, each creature regains an extra 1d6 hit points.

  • TraitDragonbornDraconic Ancestry, Lightning
  • TraitDragonbornBreath Weapon, 15-foot cone, Dexterity save DC 13, 2d6 lightning damage, usable once per short or long rest
  • TraitDragonbornDamage Resistance, lightning
  • TraitDragonbornDraconic language
  • TraitDragonbornSize Medium
  • TraitDragonbornWalking speed 30 feet
  • Criminal ContactCriminal

    You have a reliable and discreet contact who acts as your intermediary with a network of other criminals. You know how to get messages to and from this contact, even across dangerous distances.

Spells

24 spells

Spellcasting. Nambiri Oduro casts with Charisma (spell save DC 14, to hit with spell attacks).

Cantrips (at will): , ,

1st level (4 slots): , , , , , , ,

2nd level (3 slots): , , , , ,

3rd level (3 slots): , , , ,

4th level (1 slot): no spells

5th level: ,

Gear

9 items

Weapons

  • Rapier
    A finesse martial weapon, used for dueling and precise flourishes
  • Light crossbow and bolts
    A light crossbow with 20 bolts

Armor

  • Leather armor
    AC 11 plus Dexterity modifier

Tools

  • Disguise kit
    A disguise kit for altering appearance
  • Gaming set, knucklebones
    A set of weighted knucklebones used for gambling
  • Thieves' tools
    A subtle thieves' tool set hidden in a leather wrist wrap

Gear

  • Lute
    A versatile stringed instrument used for performances and spellcasting
  • Burglar's pack
    A burglar's pack containing a backpack, 1,000 ball bearings, 10 feet of string, a bell, five candles, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, and 10 days of rations

Purse

  • 15 gp
    A small pouch containing starting currency

Appearance

A tall, copper-scaled dragonborn with a narrow muzzle, swept-back horns, and a broken ivory tooth showing when she smiles. Her scales deepen to umber along her shoulders and forearms, and a line of pale gold scales traces her throat. She wears a well-maintained leather coat over a crimson shirt, a rapier at her hip, and a battered lute painted with small geometric designs. Her amber eyes are bright, watchful, and rarely still.

Mannerisms

Nambiri taps a quiet rhythm against her thumb whenever she is thinking. Before telling a lie, she tilts her head as though listening to music only she can hear. When irritated, the edges of her nostrils release thin wisps of smoke.

Personality

Warm, irreverent, and observant, Nambiri treats conversation like a game of cards. She is quick to laugh, quicker to notice an unattended purse, and deeply patient with frightened people. She prefers clever mercy to open violence, but once someone threatens her companions, her humor becomes cold and surgical.

Ideals

Freedom. No tyrant, guildmaster, priest, or lawmaker has the right to decide who gets to live openly. Secrets should be keys, not chains.

Bonds

The old neighborhood that sheltered me is being squeezed by a ruthless merchant syndicate. I will use every song, secret, and stolen favor I possess to keep its people from being driven out.

Flaws

I cannot resist proving that I am the cleverest person in the room, especially when silence would be safer. I also keep secrets long after they stop protecting anyone.

Quirks

Names every favorite lock she opens.
Collects unusual buttons from people who underestimate her.
Can identify a tavern by its floorboards and kitchen smells.
Keeps one knucklebone from every important gamble.
Sings advertisements under her breath when nervous.

Background

Nambiri was raised in a crowded dragonborn quarter where music carried farther than law. Her mother repaired ceremonial horns, her uncle ran dice games behind a spice warehouse, and Nambiri learned early that a well-timed melody could make a room look in the wrong direction. She became a street performer, then a courier, then a burglar who specialized in entering guarded homes during celebrations. Her draconic voice made her memorable, so she cultivated an unexpected rhythm in everything she did, speaking softly before suddenly striking a sharp, bright note that unsettled listeners and distracted guards.

“She became a street performer, then a courier, then a burglar who specialized in entering guarded homes during celebrations.”
From their backstory
Background
Criminal

Connections

Species

Dragonborn

Media

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