Sinfonia (& Baroque)

solkuros

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Sinfonia and Baroque - The Stargazer and His Lodestar

I'm a stargazer; my eyes see differently.

In three years' time, a cataclysm will occur. The world will end, and a party of brave souls will send a message back in time. Of this party, there is a young man and his only friend. His father left for them a mystery: where did he leave his star maps?

Although now, everything in this world seems much more complex than it ever has been for this young tiefling. As the world continues to head to destruction, he holds the mysteries of his life close to his chest and journeys onwards with his companions, his friends.

Battle Smith Artificer | Lv. 9 | Winged Tiefling/Demigod??? | Sage | Chaotic Neutral
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A young man. He looks elegant and mysterious, but as soon as he opens his mouth there is no enigma nor dignity- a man with the excitement and volume of a child.

Sinfonia is both surprisingly close and extremely distant with his father, who sent him off to the Institute to get a bachelor's degree or whatever. He thinks his dad... WAS cool, back when they roamed around and did fun things. Now dad's just a normal guy, and he's boring. Yeah, it might have to do with the fact that Sinfonia lost his eye, but Sinfonia doesn't care!


Or at least... that's how it was, once. Things have changed now. With the broadening of his world, Sinfonia realized how little he actually knew, and how little he was in this world.

His dear friend and first creation, Mendel, fell in battle, reduced to nothing but armor. But magically, his other friend and not creation, El Aurens, seemed to possess Mendel's armor after his sudden death.

His friends, all interesting and powerful in their own rights.

And perhaps even the gods themselves deserve a little of his respect. One of them is supposedly his mother, after all.

Strength

1

13

Dexterity

2

14

Constitution

0

10

Intelligence

5

20

Wisdom

0

10

Charisma

1

12

Inspiration?

Proficiency Bonus: 4

Saving Throws

  • Strength 1
  • Dexterity 2
  • Constitution 4
  • Intelligence 9
  • Wisdom 0
  • Charisma 1

Skills

  • Athletics 1
  • Acrobatics 2
  • Sleight of Hand 2
  • Stealth 2
  • Arcana 9
  • History 9
  • Investigation 9
  • Nature 9
  • Religion 5
  • Animal Handling 0
  • Insight 0
  • Medicine 0
  • Perception 0
  • Survival 0
  • Deception 1
  • Intimidation 1
  • Performance 1
  • Persuasion 1
Armor Class

18

Initiative

2

Speed

30

Maximum Hit Points:

42

Temp. Hit Points:

6

Hit Dice (D8)

9

Attacks and Spellcasting

  • Branding Smite - 2d6 Radiant
  • Quarterstaff (1H) +5 1d6+1 Bludge.
  • Quarterstaff (2H) +5 1d8+1 Bludge.
  • Light Crossbow +6 1d8+2 Pierce.
  • Shocking Grasp +9 2d8 Lightning
  • Heat Metal DC17 2d8 Fire
  • Dagger +6 1d4+2 Piercing
  • The Duke +10 1d10+5 Pierce.
  • The Duchess +10 1d10+5 Pierce.

Global Damage Modifier

  • Duke/Duchess Mark 1d10

Personality Traits

Yeah, I'm the best person I know, aside from my dad. What about it?

I'll call you a looooser if I don't like your vibes!

Ideals

Friendship. They've been with me all this time, I want to support them.

Bonds

Is El Aurens my creation now???
Is my dad really really old????
IS MY MOM A GOD???????
Baroque is a doggy :)

Flaws

I have 0 sense of danger. And also I don't have my other eye. Don't worry about it.

I'm LESS DEPRESSED but sometimes I STILL FEEL A LITTLE INSECURE

Passive Perception

10

Proficiencies

  • Flute
  • Pan Flute
  • Lute
  • Common
  • Infernal
  • Celestial
  • Primordial
  • Light Armor
  • Medium Armor
  • Shields
  • Simple Weapons
  • Martial Weapons
  • Thieves' Tools
  • Tinker's Tools
  • Cartographer's Tools
  • Smith's Tools

Equipment

Total Weight: 130.49

  • Hat of Vermin1
  • Dagger1
  • Quarterstaff1
  • Light Crossbow1
  • Crossbow Bolts20
  • Scale Mail1
  • Thieves' Tools1
  • Dungeoneer's Pack1
  • Backpack1
  • Crowbar1
  • Hammer1
  • Piton10
  • Torch10
  • Tinderbox1
  • Rations10
  • Waterskin1
  • Hempen Rope1
  • Bottle of Ink1
  • Quill1
  • Letter from Dead Colleague1
  • Common Clothes1
  • Belt Pouch1
  • Bag of Stuff1
  • Compass1
  • Amulet1
  • Booklet w/ Schematics1
  • Lockmelter1
  • Well-Crafted Wooden Ring1
  • Pearl Necklace1
  • Cloak of Many Fashions1
  • Keys (from cian's officer)1
  • Travelers' Athins Pin1
  • Desert Clothes1
  • Sentinel Shield1
  • My Thesis1
  • Potion of Healing1
  • Apple That Will Kill Me1

30 GP

8 SP

Traits

Darkvision

Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Hellish Resistance

You have resistance to fire damage.

Winged

You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet while you aren't wearing heavy armor.

Magical Tinkering

At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

Infuse Item

At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.

Infusions Known
When you gain this feature, pick four artificer infusions to learn, choosing from the "Artificer Infusions" section at the end of the class's description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.
Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.

Artificer Infusions
Artificers have invented numerous magical infusions, extraordinary processes that rapidly create magic items. To many, artificers seem like wonderworkers, accomplishing in hours what others need weeks to complete.
The description of each of the following infusions details the type of item that can receive it, along with whether the resulting magic item requires attunement.
Some infusions specify a minimum artificer level. You can't learn such an infusion until you are at least that level.
Unless an infusion's description says otherwise, you can't learn an infusion more than once.

Infusing an Item
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see "Attunement" in chapter 7 of the Dungeon Master's Guide).

Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.

You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.
If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

Battle Ready

When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:
- You gain proficiency with martial weapons.
- When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

Steel Defender

By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the steel defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.
In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.
If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.
At the end of a long rest, you can create a new steel defender if you have your smith's tools with you. If you already have a steel defender from this feature, the first one immediately perishes. The defender also perishes if you die.

The Right Tool for the Job

At 3rd level, you learn how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Feature: Researcher

When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

Tool Expertise

Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

Flash of Genius

Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

Arcane Jolt

At 9th level, you learn new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your steel defender hits a target, you can channel magical energy through the strike to create one of the following effects:
- The target takes an extra 2d6 force damage.
- Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.
You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.

Death Resistance

Your divine power pushes your body to continue living. A wound thought fatal is but a flesh wound to you. You will never die, even with 3 failed death saves.
As long as the painting exists, you are considered immortal and un-aging (unless by magical means).
The third time you would die, the painting is destroyed.

Age: 21 | Size: Medium | Height: SHORT | Weight: light
Eyes: Gray | Skin: Tan/Red | Hair: Various Shades of Purple

Character Appearance

You see a short... boy? Man? ...You see a short fellow wrapped comfortably in a large purple cape. Everything you can see this fellow wearing--from his slightly poofy hat to his knee-high boots--is accented in gold detailing, and even the asymmetric horns growing on his head are decorated with gold on their ends. His tan skin is speckled with patches of red, and his eyes--or, well, the one eye that is visible--is a cold silver. The other half of his face is hidden by an intricate black-and-gold mask.
Beside the fellow is a dog decked in full gold-plated armor. Actually, you can't even see a dog under there, it's just dog-shaped armor that wags its tail and follows Sinfonia around.

Character Backstory

sinfonia was raised by a single father, who was just a cartographer, who also happened to be running away from the authorities in many towns and cities because he kept stealing star maps from wherever he could find them. why was he stealing star maps? it seems he thought there was a mystery in the stars that he could solve. he is now in hiding, amazingly, at narak, one of the first places he stole from.
sinfonia was always with him, though, because he was a good(?) child.
because of his father's old tendencies to drift from town to town (at least, before they went back to narak,) sinfonia grew accustomed to long travels on the road. if he didn't spend his night watches gazing at the stars, he was reading strange books and tinkering with odd scraps he found (both of which he grabbed while his father was cajoling around stealing maps). in fact, sinfonia's construct friend mendel was an accident made from this; sinfonia was just trying to build a funky-looking telescope, but he obtained a friend instead. :)
sinfonia and his father started to lay low when, while on one of their usual escapades, stolen goods in tow, a guardsman targeted sinfonia instead of his father and just kinda went for it, grievously injuring the right side of sinfonia's face and making him lose his eye. the two still escaped, but the father felt guilty about letting his son get hurt, and, hiding the stolen maps in a place only the two of them knew, returned to narak and stayed there for years. there, sinfonia started studying and becoming a decent scholar, his eyes always trained on the stars.
as of the morning he woke up with the first memory, sinfonia was heading out to look for his father's maps, with a plan to chart his own map on the way.

oh and his mom's a god apparently. he has no idea how that happened.

Allies and Organizations

not allies and organizations but KNOWN INFUSIONS:

Enhanced Weapon
Prerequisite: A simple or martial weapon
This magic weapon grants a +1 bonus to attack and damage rolls made with it.
The bonus increases to +2 when you reach 10th level in this class.

Mind Sharpener
The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item's charges to succeed instead. The item regains 1d4 expended charges daily at dawn.

Enhanced Defense
A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.
The bonus increases to +2 when you reach 10th level in this class.

Replicate Magic Item
Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables below. A table's title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls.
In the tables, an item's entry tells you whether the item requires attunement. See the item's description in the Dungeon Master's Guide for more information about it, including the type of object required for its making.

Additional Features and Traits

i originally had sinfonia's name trivia here but now that i have a trivia section i moved it there

also because he only has one eye he has disadvantage on perception checks and anything relying on sight, epecially attacks

Treasure

Hat of Vermin
This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat. The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn't under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn.
(the command word is 'friend')

Sentinel Shield
While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye.

Spellcasting Ability: Intelligence | Spell Save DC: 17 | Spell Attack Bonus: 9

Cantrips

Shocking Grasp

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.

Mending

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.


Level 1

Heroism

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Shield

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Sanctuary

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.
If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.

Identify

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Faerie Fire

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Detect Magic

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Grease

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.


Level 2

Branding Smite

The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.

Warding Bond

This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

Heat Metal

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
At Higher Levels.When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot above 2nd.

Enhance Ability

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Owl’s Wisdom. The target has advantage on Wisdom checks.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Level 3

Aura of Vitality

Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.

Conjure Barrage

You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.


Level 4

Aura of Purity

Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can't become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.

Fire Shield

Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.
In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.


Level 5

Mass Cure Wounds

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

Banishing Smite

The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you're on, the target disappears, returning to its home plane. If the target is native to the plane you're on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

Level 6


Level 7


Level 8


Level 9

  • Sinfonia is based off Bee and Puppycat's Space Outlaw, and Meta Knight.
  • Sinfonia wearing a mask is inspired by Saidi's original concepts, where he wore a mask over a side of his face.
  • Sinfonia's name came from a baby name book, in-canon.
  • Out of canon, Sinfonia's name goes with the musical theme of my characters.

PLAYLIST

Stargazer - Blood Stain Child
To the Stars - Twilight Force
Lightning in the Night - Cristiano Filippini
Breakthrough Starshot - Amaranthe

Here he is~ General menace Sinfonia Lastname~
We love Sinfonia. He is simultaneously the most chaotic and most normal of all my Dungeons and Dragons player characters. For one, he's just a college student taking a year off, with an aggressive but (probably) well-intentioned father supporting(?) him. Even if he's loud, and a little childish, and mildly proud, he's just a 21-year-old menace, just as I intended.
Really, all Sinfonia wants is to make his dad happy, and also to find friends. He's more lonely than he lets on, even with Mendel always by his side.

Now this here's a little secret. Sinfonia doesn't really know he has a last name, and doesn't care. But in truth, Scarlatti isn't his dad's first name; it's his last. Scarlatti's real name is Notturno Scarlatti. So Sinfonia's real name is Sinfonia Scarlatti.

"The primal need to touch the stars."

Baroque | Medium Construct

med.png?1664750584

I bequeath onto you the title of Sirius, the faithful companion within the stars.

Baroque is Sinfonia's second creation, built in a flurry to be his protector after El Aurens possessed Mendel's armor. He's more emotive than Mendel, and is a dog.


Armor Class: 15 (natural armor)
Hit Points: 52
(2 + your Intelligence modifier + 5 times your artificer level)
Speed: 40 ft.

Str.

14

(+2)

Dex.

12

(+1)

Con.

14

(+2)

Int.

4

(-3)

Wis.

10

(+0)

Char.

6

(-2)


Saving Throws Dex +4, Con +5

Skills Athletics +5, Perception +6

Damage Immunities Poison

Condition Immunities charmed, exhaustion, poisoned

Senses Darkvision 60ft., passive Perception 16

Languages Understands the languages you speak


Vigilant
The Steel Defender can't be surprised.

Hit Dice
The Steel Defender has a number of Hit Dice [d8s] equal to your artificer level.

Actions


Force-Empowered Rend

Melee Weapon Attack: +9, Reach 5 ft., One target
Hit: 8 (1d8+4) force damage
Requires your bonus action.
Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8+PB Force damage.

Repair (3/day)

Requires your bonus action.
The magical mechanisms inside the defender restore 2d8+PB (4) hit points to itself or one construct or object within 5 feet of it.

Deflect

Reaction.
The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.

Age: 21 | Size: Medium | Height: 5'8'' | Weight: ???
Eyes: Red | Skin: Pale | Hair: Red-Orange

Character Appearance

A lovely young man with fiery hair. Though his smile is friendly, his eyes seem to be cold, as if consumed with despair. He carries himself like nobility, especially evident in his ornately-tailored coat, black with red dragons embroidered on various areas.

He's got a large scar on the right side of his neck, going all the way to his cheek.

Since his infernal heritage has been revealed, his appearance has also changed. He grew black horns, once literally nonexistent under his hair. Sometimes they glow warm light. His eyes were once grey-silver. They are now the same red as Emil and Victor's eyes. Does that mean anything? Not to you.

Character Backstory

The archdevil Abaddon. An unruly fiend, known for his hideous ambition. Does he have a role in this story? Yes.
But this is Saidi’s, not his.

And in the beginning, Saidi Alto was merely a boy. Nothing less, nothing more. In a small village where a hero’s great quest once began, he is nothing but a boy born to a family of bards. Once storytellers, but having become musicians and diplomats through the ages. The village, nothing special in itself.
These were the conditions of Saidi’s early life. Graced with warmth and joy, a simple life filled with stories and music.

Fate came to him when he was fifteen. A festival, celebrating the now-nameless hero of yore. With his friends, he ran about the fields, with about as much merry as a fifteen year old with his friends could have. They were corralled into the village grounds later to join their community in the festivities. Indeed, his brightest memories are of that night, drinking and singing and dancing without a care.
But darkness grasped at the festival’s joy. When all was being cleaned up, Saidi heard the ravens and rats seem to call to him. Something beckoned him to one of the far parts of town, where a fortune teller sat ominously. She welcomed Saidi openly, calling him “The One that bears the Fate of the Dragon.” Her cackle was ominous as she hissed a warning and a prophecy to Saidi: “Your existence is darkness. You shall be the harbinger of destruction no matter where you go.”

Within his heart, Saidi must have already known his fate was sealed with those words. But he couldn’t get himself to believe it. He couldn’t be the bearer of destruction, the bringer of some destructive force.

Saidi shrugged her prophecy off and walked away without much thought. After all, he was just a normal guy. He was no hero, and doubted that he could seriously cause much ruin anywhere if otherwise.
Much to his chagrin, the next day brought darkness to the village. The clouds obscured the sun more than usual in the season. Saidi went to the tavern to play some music, but found that an aura of morosity seemed to overcome even the liveliest patrons. His friends, complaining about how their respective jobs seem to be straining them much harder than before. They insist they are alright, though Saidi can’t help but feel as if it is all too precise to be a coincidence.
The next day was even worse. A heavy storm crashed into the village overnight, causing the once-lively village to fall into a state of chaos. What was the next blight? On the village convening to discuss a reparation plan, multiple people noted how only Saidi’s family seemed relatively unaffected. In fear and desperation to protect his family and bloodline, Saidi unwittingly unleashed a thunderous force, realizing then and there that his bardic powers were not just tavern tales. The past days’ misfortunes could indeed have been sheer coincidence, yet even so, this wave of thunder proved that he did indeed have the power to cause damage… power he was afraid would cause the ominous prophecy to come true.

Saidi didn’t even want to find out what would happen on the third day, if anything. In the middle of the night he set out with little more than some travelling clothes and a flute, looking back only to hope he could return one day.

The next town he went to was a simple little town, bigger than his village but with a similar sort of homely charm. He found some work at the inn, some room and board to settle a little. He made a little money, and for a little while things worked out for him. His literacy and way with words was his best asset, moreso than his heirloom of a flute.

Within a few days he was accustomed to the town, so much that the innkeeper asked him if he was going to settle down in the town. He immediately recalled the fortune teller’s grievous words, striking fear into his heart. Once again he took off, as wordlessly as he came in.

The next years of Saidi’s life repeated in much the same way. Never lingering for too long, never revealing where he was from.

At least, until he recieved a letter from the Count Strahd, inviting him to play music in the Castle Ravenloft...

Allies and Organizations

abaddon, the devil of ambition and also saidi's grand dad, came to us in the night and gave us some "where is your drive" pep talk. saidi might not want to hang out, but i enjoyed the fun talk, abaddon.

bluh i should write this in feats n shit but whatever
can cast hellish rebuke / dissonant whispers lowest level once each per rest
fire resistance
death

Additional Features and Traits

Saidi writes letters to his friends in other towns sometimes. Notably, in this continuity and all others he is childhood friends with Hadreon and Merrin. Who's Merrin? I will not elaborate.

His favorite flute has dragons carved into it.
His rat pan flute, on the other hand, doesn't.

As of the session where Saidi got mauled by wolves, well, uh, Saidi doesn't like dogs anymore.
He's still impartial to vampires, even though Strahd exists.

Treasure

rat flute
drinking horn*

* may be cursed**
**but not for him

Spellcasting Ability: Charisma | Spell Save DC: 16 | Spell Attack Bonus: 8

Cantrips

Dancing Lights

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

Mage Hand

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.

True Strike

You point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.

Mending

This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.


Level 1

Thunderwave

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels.When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Cure Wounds

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels.When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Searing Smite

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

Hellish Rebuke

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

Dissonant Whispers

Level 2

Enhance Ability

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Owl’s Wisdom. The target has advantage on Wisdom checks.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Hold Person

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At Higher Levels.When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Heat Metal

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
At Higher Levels.When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot above 2nd.

Invisibility
Shatter

Level 3

Dispel Magic

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Nondetection

For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can’t be targeted by any divination magic or perceived through magical scrying sensors.

Bestow Curse

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. While cursed, the target has disadvantage on attack rolls against you. While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. A remove curse spell ends this effect. At the GM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect.
At Higher Levels.If you cast this spell using a spell slot of 4th level or higher, the Duration is Concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the Duration is 8 hours. If you use a spell slot of 7th level or higher, the Duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a Duration that doesn't require Concentration.

Fireball

Level 4

Polymorph
Dimension Door

Level 5

Hold Monster
Planar Binding

Level 6


Level 7


Level 8


Level 9

  • Due to the nature of their character arcs, Devil Saidi and Follia would be good friends.
  • Saidi and Emil share the same soul.
  • Despite his fiery temperament, Saidi does not like spicy food.
  • Saidi's horns are inspired by Kamen Rider's Momotaros' horns.
  • Saidi's favorite drink is iced coffee.

PLAYLIST

Wheel of Time - Blind Guardian
Firesign - Dynazty
No One Will Save You - Aviators
The Beast Inside - Dynazty

You know, Saidi wasn't supposed to be an edgy half-devil. I was so ready to just have him be a kind but background dude that didn't like staying still. But I was offered the idea, and if you've seen everyone I make, you might have realized by now that I thrive on problematic and edgy characters. I said "hell yeah", or something along those lines. Thus, Devil Saidi was born.

Oh, oh. Maybe you want to hear this. Maybe you don't. It doesn't matter to me, I'm the one writing this. But do you know the real reason Saidi's title is "Cursed by the Fate of the Dragon"?
Well, in Aldebaran canon, to stop the rampaging Abyssal Dragon of Greed Sareas, an ancient sorcerer had to find a soul strong enough to seal Sareas into a mortal body. Saidi happened to be the perfect host. Knowing his sacrifice would calm the oceans, Saidi agreed to play his part. From then, he ceased to exist, and in his- and Sareas'- place was a young man with no memories, a young man we now know as Emil.
(Saidi also has ties to Victor's original self, a little vampire named Vercasi, but in this case it would be tangential.)
Though that's the main reason he's got the title, it's also because Sareas will inevitably break free, and Saidi's soul will have been assimilated into Sareas' own at that point. Hence, "cursed by the fate of the dragon" really means "cursed to share the fate of a dragon". But that doesn't matter, since this Saidi was only dragon-themed as a red herring.

It's kinda funny. I based Saidi off the Dragon Reborn, Rand al'Thor, from the Wheel of Time series. That 'Dragon Reborn' isn't a dragon either.

"Sorry for throwing you into a pit full of cockroaches..."

Rise from the dark to ignite the spark.

What shall arrive in this lonely boy's future?

Two months after Count Strahd von Zarovich was defeated, the party of eight promised to reconvene and enjoy a nice vacation at a beach. In truth, Saidi did not plan to go. He was originally going to run away, as he always did before. But the wills and kindness of the party reached past his fears, and he agreed to meet again.

But what does a runaway do when he's got something to look forward to in the future and no plans for the present?

Saidi despised the infernal blood within him, but... he had one wrong he wished to settle. In the Amber Temple, something within him wrenched control of his actions, and he killed an imp that was friendly with the party, an imp by the name of Philinous-- Phil for short. He found the little creature in Avernus, where he bought Phil's freedom and subservience. And that seemed to trigger... something. Someone reached out to Saidi. As for who and why and what happened... I forgor.

Bard Level 11?
Not yet.
Saidi has gained Warlock Lv. 1.