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sara sanderson - AI-generated fantasy Character

sara sanderson

Aasimar · Bard · Level 1 · Criminal

sara sanderson

Sara is upbeat and resilient, possessing a sharp wit developed from years on the streets.
AC13
HP10/10
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 10 · 30 ft.
AlignmentNeutral GoodGenderFemaleAge24
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • DeceptionCHA
  • InsightWIS
  • PerformanceCHA
  • PersuasionCHA
  • StealthDEX

Armor

Light Armor

Weapons

Simple Weapons

Tools

Lute,
Flute,
Drum,
Thieves' Tools

Languages

Common,
Celestial,
Thieves' Cant

Features

10 features

Action

  • Attack

    When Your turn

    Use a weapon to strike a foe.

  • Dash

    When Your turn

    Gain extra movement for the current turn.

  • Disengage

    When Your turn

    Movement doesn't provoke opportunity attacks.

  • Healing HandsAasimarUse an action to touch a creature and restore 1d4 hit points. You can use this a number of times equal to your proficiency bonus.

Reaction

  • Bardic InspirationLevel 1

    When A creature fails an attack, ability check, or save

    Add 1d6 to the roll.

Always on

  • SpellcastingLevel 1

    You can cast known bard spells using Charisma as your spellcasting ability.

  • Celestial ResistanceAasimarResistance to Necrotic and Radiant damage.
  • DarkvisionAasimar60 feet.
  • Light BearerAasimarYou know the Light cantrip, using Charisma as your spellcasting ability.
  • AlertCriminal

    You add your proficiency bonus to your initiative rolls. You can also swap your initiative with a willing ally at the start of combat.

Spells

5 spells

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

Cantrips (at will): , ,

1st level (2 slots): ,

Gear

5 items

Weapons

  • 2×
    Dagger
    Finesse, light, thrown weapon.

Armor

  • Leather Armor
    Basic light protection.

Tools

  • Lute
    A stringed musical instrument.
  • Thieves' Tools
    Tools used for picking locks and disarming traps.

Gear

  • Entertainer's Pack
    Includes a backpack, bedroll, 2 costumes, 5 candles, 5 days of rations, and a waterskin.

Appearance

Sara possesses a striking, ethereal beauty with skin that holds a faint golden hue like sunset on water. Her eyes are large and glow with a soft amber luminescence when she is excited or using magic. She dresses in practical leather armor that has been decorated with colorful silk ribbons, and she carries a finely crafted lute with silver strings.

Mannerisms

Sara has a habit of flipping a small silver piece across her knuckles when she is thinking. She also tends to lean in close when speaking, as if sharing a deep secret.

Personality

Sara is upbeat and resilient, possessing a sharp wit developed from years on the streets. She masks her divine nature with a facade of a humble street performer, yet her innate goodness often compels her to take risks for strangers. She speaks quickly and often uses metaphors from the underworld to explain complex moral situations.

Ideals

Kindness. The world is dark enough, so we must be the ones to carry the light for those who cannot see.

Bonds

I owe everything to the elderly street performer who taught me how to play the lute instead of just how to steal it.

Flaws

I find it incredibly difficult to trust anyone in a position of authority, assuming they are corrupt until proven otherwise.

Quirks

She compulsively polishes her coins before spending them.
She hums under her breath when she is nervous.

Background

Born into the crowded tenements of a coastal metropolis, Sara Sanderson never knew the source of her celestial bloodline. Her radiant appearance initially made her a target for exploitation, leading her to seek refuge with a gang of thieves known as the Gilded Rats. She learned to hide her glow and use her natural charisma to distract marks while her associates emptied their pockets. However, Sara could never quite reconcile her divine spark with the cruelty of criminal life. She eventually broke away from the gang after refusing to rob an orphanage, stealing only their most beautiful lute as she departed. She realized that her voice could do more than just facilitate a heist. It could heal the broken and inspire the weak. Now she travels from town to town, using the techniques of a grifter to slip past authority figures and provide aid to those whom society has forgotten. She remains wary of her former associates, but she views her criminal past as a necessary education in the true nature of the world.

“Her radiant appearance initially made her a target for exploitation, leading her to seek refuge with a gang of thieves known as the Gilded Rats.”
From their backstory
Background
Criminal

Connections

Species

Aasimar

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