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Iru Sendar - AI-generated fantasy Character

Iru Sendar

Elf · Bard (College of Lore) · Level 9 · Sailor

Iru Sendar

Iru is practical, quick-witted, and openly friendly in the way of someone accustomed to surviving among strangers.
AC13
HP66/66
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 66 · 30 ft.
AlignmentChaotic GoodGenderMaleAge114 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords,
Longswords,
Shortswords,
Shortbows,
Longbows,
Dagger,
Rapier,
Belaying pin, treated as a club

Tools

Navigator's tools,
Vehicles, water,
Three musical instruments of your choice, drum, flute, and horn

Languages

Common,
Elvish,
Aquan

Features

16 features

Action

  • 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 spells

Spellcasting. 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 items

Weapons

  • Rapier
    A light, versatile dueling sword with a narrow blade, worn smooth at the grip from years of use.
  • Dagger
    A small knife useful in a fight, for cutting line, or for preparing food aboard ship.
  • Belaying pin
    A heavy wooden pin used to secure rigging and cargo, treated as a club.

Armor

  • Leather armor
    Light protection worn beneath his coat, flexible enough for climbing rigging.

Tools

  • Musical instrument, lute
    A compact lute with a repaired soundboard and a neck wrapped in faded sailcloth.

Gear

  • Diplomat's pack
    A leather-bound pack containing clothing, bedroll, mess kit, tinderbox, torches, rations, and a waterskin.
  • Silk rope
    Strong silk rope, carefully coiled and waxed against sea spray.
  • Lucky charm
    A small brass token from Launa, kept for luck and recognition among old sailors.
  • Common clothes
    Plain, practical clothing suitable for travel between ports.

Purse

  • 10×
    Gold pieces
    Coins 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

Keeps a private list of every ship he has traveled on, including ships he only saw from shore.
Names his instruments and argues with them when strings go out of tune.
Collects unusual knots and teaches one to anyone who shares a drink with him.
Cannot sleep without hearing some kind of background creaking or rope strain.

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.”
From their backstory
Background
Sailor

Connections

Species

Elf

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