Saidi Alto

solkuros

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Saidi Alto, He who Sets Fate Ablaze

Embers of the past burst into flames.

The tragedy of a despairing boy running away from his past, trying to refuse its pull to a future of darkness.

Guided by fate and his burning heart, what is his destiny? Where shall he go, what shall he become?

Eloquence Bard | Lv. 6 | Human | Haunted One | Neutral
27876984_144OjCnR0mLvHwS.png

A young man. Though he smiles and laughs with others, his eyes are unusually cold all the time. He's used to wandering the lands all alone, playing his flute when he needs to get by.

If you ask him about himself, he'll always say something different. That he's a noble from a distant land, exiled from his home... that he's just a meandering little peasant trying to get by... but it's never the same. It is as if he is trying to run away from something...

Though, of course, if you want to know that, you'll check out his bio, won't you?

Well, aside from that, he's got a rat flute, the flute that summons rats. He said he stole it from the pied piper, but who knows for sure?

Strength

-1

9

Dexterity

2

14

Constitution

0

11

Intelligence

0

10

Wisdom

2

14

Charisma

3

17

Inspiration?

Proficiency Bonus: 3

Saving Throws

  • Strength -1
  • Dexterity 5
  • Constitution 0
  • Intelligence 0
  • Wisdom 2
  • Charisma 6

Skills

  • Athletics 0
  • Acrobatics 3
  • Sleight of Hand 3
  • Stealth 3
  • Arcana 1
  • History 1
  • Investigation 6
  • Nature 1
  • Religion 1
  • Animal Handling 3
  • Insight 5
  • Medicine 3
  • Perception 3
  • Survival 5
  • Deception 4
  • Intimidation 4
  • Performance 6
  • Persuasion 9
Armor Class

13

Initiative

3

Speed

30

Maximum Hit Points:

27

Temp. Hit Points:

0

Hit Dice

6

Attacks and Spellcasting

  • Thunderwave DC14 2d8 Thunder
  • Rapier +5 1d8+2 Piercing
  • Dagger +5 1d4+2 Piercing
  • Heat Metal DC14 2d8 Fire

Personality Traits

I'll sing you a tale about my past, but there's no guarantee it's true.

Ideals

I'll kill a man. I won't hesitate.

Bonds

I do love a sweet song of vengeance. I'll help anyone if it means I can witness their revenge.

Flaws

I take prophecies too seriously. Especially if they're directed towards me... I can't let my fate affect others.

Bardic Inspiration:

0 / 3

Passive Perception

13

Proficiencies

  • Flute
  • Pan Flute
  • Lute
  • Common
  • Abyssal
  • Draconic
  • Light Armor
  • Hand Crossbow
  • Longsword
  • Rapier
  • Shortsword
  • Simple Weapons

Equipment

Total Weight: 50

  • Rapier1
  • Diplomat's Pack1
  • Flute1
  • Leather Armor1
  • Dagger1
  • Chest1
  • Map / Scroll Case2
  • Fine Clothes1
  • Ink1
  • Ink Pen1
  • Lamp1
  • Oil2
  • Paper5
  • Perfume1
  • Sealing Wax1
  • Soap1

No money... yet

Traits

Bardic Inspiration

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Ritual Casting

You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Feature: Heart of Dark

Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.

Jack of All Trades

Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

Song of Rest

Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

Font of Inspiration

Beginning when you reach 5th level, you regain all your expended uses of Bardic Inspiration when you finish a short or long rest.

Silver Tongued

Starting at 3rd level, you are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.

Unsettling Words

Also at 3rd level you can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.

Countercharm

At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Unfailing Inspiration

At 6th level, your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.

Universal Speech

Also at 6th level, you have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.
Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot to use it again.

Age: 21 | Size: Medium | Height: 5'8'' | Weight: ???
Eyes: Gray | 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.

Character Backstory

Though Saidi plays his cards close to his chest lightly, his past is truly not one he likes to relive.

Saidi comes from a line of performers and bards, mainly specialized in the flute and diplomacy. Hearing a prophecy foretelling his destroying his hometown, he chose to heed not the warnings. As if a warning, a darkness seemed to envelop the town for days, devastating crops and causing hearts to become twisted by fear. Saidi left the town in the dark of night, bringing with him little but his flute.

Time skip to a few years after. Saidi has become a travelling performer, with a little of a dark streak. He travels because he wants to get away from anywhere he can call 'home', lest his prophecy become true.

Unfortunately, no one knows whether or not the foretold darkness already took his heart...

Allies and Organizations

None so far...

Additional Features and Traits

Saidi writes letters to his friends in other towns sometimes.

Treasure

The magical Rat Flute.

Spellcasting Ability: Charisma | Spell Save DC: 14 | Spell Attack Bonus: 6

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.


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.

Bane

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
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.

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.


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.

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.


Level 4


Level 5

Level 6


Level 7


Level 8


Level 9

  • Saidi is inspired by Rand al'Thor from the Wheel of Time series.
  • Saidi adores rats to no end.
  • Initial concepts have Saidi wearing a mask over half his face. This was scrapped early in development, but may return in later iterations.
  • Saidi's closest friend in the future is a young boy named Vercasi.
  • Saidi's eyes glow a faint red when casting a spell.

PLAYLIST

Wheel of Time - Blind Guardian
Yggdrasil - Luca Turilli's Rhapsody
In Deep and Wooded Forests of my Youth - Xanthochroid
Grape Garden - Kirby's Return to Dreamland

Yeah. It's Saidi. He's our D&D Posterboy. No matter how much we love Follia, he can't take Saidi's place.

You might notice, in some art, Saidi's got a scar on his right cheek. It leads down to just below his collarbone. He got that from being mauled nearly to death by a very angry werewolf. Needless to say, he doesn't like wolves anymore.

I can talk a lot about Saidi. He's a very volatile character-- at least, in my head. In practice? He's actually one of the harder characters for me to roleplay, since I don't know where he goes except 'away'. It probably doesn't help that he's one of my first D&D characters, so I just don't have anything extremely concrete for this iteration of him. Lv. 10 Unhinged Awakened Saidi, however... he's a different story. You need to look at his part of this profile to see what I mean.

"Anyways, here's 'Wonderous Wall'."

Eloquence Bard | Lv. 10 | Not Human. | Haunted One | Neutral-Lawful Evil
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A young man... once. Once, he used to laugh and smile with others, even with his cold eyes. Not anymore. In his journeys, he found himself a twisted mirror of who he thought he was: flames cause his descent into hell, born of a devil's blood. The blood, once stagnant, awakened by dangerous battles. Now, barely can he even be considered a man, he born of ambition and desire.

If you ask him about himself, he'll refuse to say anything. He will refuse to speak of his blood, of his past. All he will say willingly is this: that he does not even know if he is still 'himself'. Unsure whether even his name is tainted or not. Unsure if his hands will burn everything he touches.

Well, ok, edgelord. Whether he's ever going to finish brooding over his dark heritage or otherwise continue his attempt to ignore it, Saidi is more powerful now than ever before. Maybe we'll send him to party with Lento when he gets out of Ravenloft. Who knows.

Strength

-1

9

Dexterity

2

14

Constitution

0

11

Intelligence

0

10

Wisdom

2

14

Charisma

4

19

Inspiration?

Proficiency Bonus: 4

Saving Throws

  • Strength -1
  • Dexterity 6
  • Constitution 0
  • Intelligence 0
  • Wisdom 2
  • Charisma 8

Skills

  • Athletics 1
  • Acrobatics 4
  • Sleight of Hand 4
  • Stealth 4
  • Arcana 2
  • History 2
  • Investigation 8
  • Nature 2
  • Religion 2
  • Animal Handling 4
  • Insight 10
  • Medicine 4
  • Perception 4
  • Survival 6
  • Deception 6
  • Intimidation 6
  • Performance 12
  • Persuasion 12
Armor Class

13

Initiative

4

Speed

30

Maximum Hit Points:

43

Temp. Hit Points:

0

Hit Dice (d8)

10

Attacks and Spellcasting

  • Thunderwave DC16 2d8 Thunder
  • Rapier +6 1d8+2 Piercing
  • Dagger +6 1d4+2 Piercing
  • Heat Metal DC16 2d8 Fire
  • Cure Wounds -- 1d8+4 Healing
  • Shatter DC16 3d8 Thunder
  • Fireball DC16 8d6 Fire
  • Silvered Rapier +6 1d8+2 Piercing
  • Searing Smite DC16 1d6 Fire
  • Hellish Rebuke DC16 2d10 Fire
  • Dissonant Whispers DC16 3d6 Psychic

Personality Traits

My past? I'll sing you a song about it, but there's no guarantee it's true.

...huh? Oh, yeah. I space out a bunch. Sorry...

Ideals

I'll kill people. You can't stop me, unless you can.

Bonds

I do love a sweet song of vengeance. I'll help anyone if it means I can witness their revenge.

Flaws

I take prophecies too seriously.

My infernal soul has twisted me and my morality, but I don't even realize it.

Bardic Inspiration (d10):

4 / 4

Pipes of the Sewers:

3 / 3

Passive Perception

13

Proficiencies

  • Flute
  • Pan Flute
  • Lute
  • Common
  • Infernal
  • Abyssal
  • Draconic
  • Light Armor
  • Hand Crossbow
  • Longsword
  • Rapier
  • Shortsword
  • Simple Weapons

Equipment

Total Weight: 50

  • Rapier1
  • Diplomat's Pack1
  • Flute1
  • Leather Armor1
  • Dagger1
  • Bedroll1
  • Component Pouch1
  • Silvered Rapier1
  • Bronze Crown1
  • Book1
  • Meat Pie1
  • Hand Mirror1
  • CP4375
  • SP3300
  • EP0
  • GP270
  • PP0

Traits

Darkvision

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.

Bardic Inspiration

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Ritual Casting

You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Feature: Heart of Dark

Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.

Jack of All Trades

Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

Song of Rest

Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

Font of Inspiration

Beginning when you reach 5th level, you regain all your expended uses of Bardic Inspiration when you finish a short or long rest.

Silver Tongued

Starting at 3rd level, you are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.

Unsettling Words

Also at 3rd level you can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.

Countercharm

At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Unfailing Inspiration

At 6th level, your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.

Universal Speech

Also at 6th level, you have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.
Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot to use it again.

Magical Secrets

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.
The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.
You learn two additional spells from any classes at 14th level and again at 18th level.

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.

"Everything is fixed-- there's no chance, there's no choice."

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.