Iru Sendar
Iru Sendar
Sheet
AC 13 · HP 66 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- PerceptionWIS
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
16 featuresAction
- CountercharmLevel 6
When You choose to begin the performance.
Start a performance that grants friendly creatures within 30 feet advantage on saving throws against being frightened or charmed.
Bonus action
- Bardic Inspiration
When A willing creature within 60 feet can hear you.
Grant a creature within 60 feet a d8 Bardic Inspiration die that it can use within 10 minutes on an ability check, attack roll, or saving throw.
- Spellcasting and Bardic InspirationLevel 1
You can use a musical instrument as a spellcasting focus. You know three bard cantrips and can cast bard spells using Charisma. You can use a bonus action to inspire a creature within 60 feet that can hear you, granting one Bardic Inspiration die, a d8, usable within 10 minutes to add to an ability check, attack roll, or saving throw.
Reaction
- Cutting WordsLevel 3
When A creature within 60 feet makes an attack roll, ability check, or damage roll.
Expend a Bardic Inspiration die to subtract the result from a creature's attack roll, ability check, or damage roll within 60 feet.
Always on
- 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.
- Song of RestLevel 2
You can use music to help revitalize wounded allies during a short rest. Each creature that hears your performance and spends Hit Dice at the end of the rest regains extra hit points equal to your Bard level.
- Bonus ProficienciesLevel 3
You gain proficiency with three additional skills of your choice. You also gain proficiency with three musical instruments of your choice.
- Font of InspirationLevel 5
You can regain all expended uses of Bardic Inspiration when you finish a short or long rest.
- Ability Score ImprovementLevel 4
At 4th level and again at 8th level, you increase one ability score by 2, or two ability scores by 1, following the normal maximum of 20. These increases were assigned to Charisma, raising it from 13 to 17.
- Ability Score ImprovementLevel 8
At 8th level, you increase one ability score by 2, or two ability scores by 1, following the normal maximum of 20. These increases were assigned to Charisma, raising it from 15 to 17.
- TraitElfDarkvision, you can see in dim light within 60 feet as if it were bright light, and darkness as if it were dim light.
- Keen Senses, proficiency in PerceptionElfBecause this proficiency overlaps with the Sailor background, it is replaced by proficiency in Survival.
- TraitElfFey Ancestry, advantage on saving throws against being charmed, and magic cannot put you to sleep.
- TraitElfTrance, you do not need to sleep and can complete a long rest in 4 hours of meditation.
- TraitElfElf weapon training, proficiency with longswords, shortswords, shortbows, and longbows.
- Ship's PassageSailor
You can secure free passage on sailing ships for yourself and your adventuring companions in exchange for work or services. You are familiar with the operation of sailing vessels and life at sea.
Spells
12 spellsSpellcasting. Iru Sendar casts with Charisma (spell save DC 15, to hit with spell attacks).
Cantrips (at will): ,
1st level (4 slots): , ,
2nd level (3 slots): , ,
3rd level (3 slots): ,
4th level (3 slots): no spells
5th level (1 slot): ,
Gear
10 itemsWeapons
- RapierA light, versatile dueling sword with a narrow blade, worn smooth at the grip from years of use.
- DaggerA small knife useful in a fight, for cutting line, or for preparing food aboard ship.
- Belaying pinA heavy wooden pin used to secure rigging and cargo, treated as a club.
Armor
- Leather armorLight protection worn beneath his coat, flexible enough for climbing rigging.
Tools
- Musical instrument, luteA compact lute with a repaired soundboard and a neck wrapped in faded sailcloth.
Gear
- Diplomat's packA leather-bound pack containing clothing, bedroll, mess kit, tinderbox, torches, rations, and a waterskin.
- Silk ropeStrong silk rope, carefully coiled and waxed against sea spray.
- Lucky charmA small brass token from Launa, kept for luck and recognition among old sailors.
- Common clothesPlain, practical clothing suitable for travel between ports.
Purse
- 10×Gold piecesCoins saved from shipboard wages and performance work.
Appearance
A lean male elf with weathered bronze skin, long dark hair tied back with sail cord, and gray-green eyes that narrow against bright light. His left ear bears a small brass fishhook earring, and his hands are callused from rope, oars, and years of playing a battered wooden lute. He wears practical leather armor beneath a salt-stained blue coat, with bright scarves and polished buckles added only where they will catch an audience's eye.
Mannerisms
I tap rhythms against my thumb whenever I am thinking, even during serious conversations. I address ships as if they were people, touch the brass fishhook in my ear before making a promise, and instinctively check the nearest exit whenever I enter a crowded room.
Personality
Iru is practical, quick-witted, and openly friendly in the way of someone accustomed to surviving among strangers. He remembers people's names, notices who has not eaten, and treats every conversation as a negotiation that might become a friendship. He dislikes ceremony but loves a good entrance, and he can turn a mundane chore into a performance if it keeps morale high.
Ideals
Freedom. No captain, king, priest, or tradition has the right to own another person's choices. If someone is trapped, I help them find a door.
Bonds
The surviving crew of Launa are my family, and I will find the raider captain who sold our ship and make him answer for every name on the missing list.
Flaws
I cannot resist a wager, especially when the odds are bad and someone smug is watching. I also lie too quickly when cornered, then become stubbornly committed to protecting the lie.
Quirks
Background
Iru Sendar spent most of his long youth aboard the merchant sloop Launa, where the crew valued a strong back, a steady hand, and anyone who could keep frightened sailors from panicking during a storm. He learned knots before letters, navigation before court manners, and songs before he understood why songs mattered. His elven memory made him a useful keeper of routes and tides, while his quick ear let him copy every work chant, drinking song, and whispered rumor that passed across the deck. When Launa was taken by raiders, Iru survived by singing from the rigging while the crew fought below. The song was not heroic. It was an old rhythm for hauling wet rope, but it gave the sailors a single pace and bought them the courage to turn the battle. Afterward, Iru discovered that his music could do more than steady frightened hands. It could sharpen a friend's resolve, twist an enemy's attention, and make a room remember a lie as if it were truth. He now travels from port to port as a performer, sailor, and occasional smuggler of people who need escaping. He takes dangerous work because he cannot bear to leave anyone trapped under someone else's command.
“He learned knots before letters, navigation before court manners, and songs before he understood why songs mattered.”
- Background
- Sailor
Connections
Species
Elf
Media
0 imagesNo images yet.
Turn Iru Sendar into a sheet
A high-res, share-ready sheet you can post or print.