Kriv Rhogar, a Copper Dragonborn Bard — D&D 5e NPC portrait
#0229

Kriv Rhogar

"Old-Copper"

Male (he/him) · Ancient — 347 years, appearing as a weathered elder

Ability Scores

STR
14
+2
DEX
12
+1
CON
16
+3
INT
15
+2
WIS
18
+4
CHA
20
+5

Combat

Armor Class
15
Studded Leather Armor (hidden beneath robes and apron)
Hit Points
76
Hit Dice: 9d8
Initiative
+1
Speed
30 ft.
Proficiency
+4
Passive Perception
14

Attacks

Smithing Hammer+61d6+2 bludgeoning
Breath Weapon (Acid)DC 17 Dex save4d8 acid

Personality

Personality

Speaks in the practiced cadence of a carnival barker, always working an angle even when alone. Constantly polishes small trinkets while talking, his claws creating a rhythmic metallic whisper. Refers to everyone as 'friend' or 'partner' with a wink that somehow conveys both mischief and profound sincerity. Falls asleep mid-sentence when exhaustion finally catches him, then wakes up finishing the thought as if no time passed.

Ideal

Justice Through Craft — The world is full of good people trapped by pride, greed, and stubbornness. My job is to trick them into being the heroes they're too afraid to become.

Bond

The three ancestral spirits who dwell in his workshop — Grandmother Verthisathurgiesh (who taught him that mercy is stronger than gold), Grandfather Baharoosh (who showed him that laws serve people, not the reverse), and his daughter Kelesharra (who died believing her father was a common thief, and whose forgiveness he still seeks in every act of hidden kindness).

Flaw

Cannot accept gratitude or recognition. If someone discovers the truth behind one of his 'cons' and tries to thank him, he will flee the region entirely, convinced that being known for goodness will somehow corrupt his work. This has left a trail of people desperately searching for 'Old-Copper' to repay debts he refuses to acknowledge.

Backstory

Three centuries ago, Kriv Rhogar was a master jeweler in the gleaming Dragonborn city of Tymanther, crafting crowns for princes and rings for lovers. His work was art — until he watched a petty lord commission a necklace as beautiful as dawn, only to lock it away in a vault where no eyes would ever see it again. That night, Kriv melted down the necklace and reforged it into a hundred simple wedding bands, distributing them anonymously to couples too poor to afford such things. The theft cost him everything — his guild membership, his reputation, his home. But the ancestors found him in the wreckage.

They came as whispers in cooling metal, voices in the hammer's ring. They showed him a path he'd never considered: that sometimes righteousness required deception, that the stubborn living needed to be tricked into doing good, that his hands could serve justice better through subterfuge than through honest craft. He became 'Old-Copper,' a wandering con artist whose elaborate schemes always somehow ended with orphans fed, curses lifted, and cruel merchants humbled. His workshop became a temple where spirits dwelt in restored heirlooms, whispering their stories to anyone who would listen.

Now his copper scales wear a patina of sea-foam green, and his claws tremble with age when he works too long. But he cannot stop. Every 'scam' he runs is a prayer, every false promise a benediction. He tells himself he'll rest when the world learns kindness — knowing full well it never will, and that this exhausting, beautiful work will be his forever.

Abilities & Actions

Anvil Song (Bardic Inspiration, 5/day)

As a bonus action, Kriv strikes a small hammer against a piece of scrap metal, creating a resonant tone that carries ancestral wisdom. An ally within 60 feet who can hear gains a d10 Bardic Inspiration die, usable within 10 minutes. When the die is used, the ally hears a brief whisper of encouragement in Draconic from one of Kriv's ancestor spirits.

Spirit Tales (Recharge 5-6)

As an action, Kriv draws a worn Tarokka card and channels a spirit story through his hammering rhythm. Choose one effect: Beast (ally gains 2d8+5 temporary HP and advantage on Strength checks for 1 minute), Warrior (ally's next weapon attack deals extra 3d6 force damage), or Trickster (one creature within 60 feet must succeed on a DC 17 Wisdom save or be charmed for 1 minute, believing Kriv is their trusted friend). Once used, roll 1d6; on 5-6, this ability recharges.

Heirloom Restoration (1/long rest)

Kriv spends 10 minutes working at his portable anvil, restoring a broken item (weapon, armor, or object) to perfect condition. If the item once belonged to someone who has passed, he can call their spirit to temporarily inhabit it. For 1 hour, the item grants its wielder advantage on one ability check or saving throw related to the spirit's life expertise (a warrior's blade grants advantage on Athletics, a scholar's spectacles grant advantage on History, etc.).

Con Artist's Misdirection (3/day)

As a bonus action when Kriv or an ally within 30 feet is targeted by an attack, he creates a sudden shower of sparks from his hammer, imposing disadvantage on the attack roll. If the attack misses, Kriv or the ally can immediately move up to 10 feet without provoking opportunity attacks, as if they were never truly there.

Breath Weapon — Copper Dragon Ancestry (Recharge 5-6)

Kriv exhales corrosive acid in a 30-foot line (5 feet wide). Each creature in the line must make a DC 17 Dexterity saving throw, taking 4d8 acid damage on a failed save, or half as much on a success. The verdigris patina on his scales glows molten orange when he uses this ability.

DM Notes

Kriv's voice is a gravelly rumble with the practiced smoothness of a stage magician — think a tired carnival barker who's seen too much but can't stop performing. He constantly fidgets with small metal objects, creating a gentle rhythmic clanking that becomes almost hypnotic. When he lies (which is often), he makes deliberate eye contact and speaks slower, as if daring someone to call his bluff. When he tells the truth (which is rare), he looks away and speaks quickly, embarrassed by his own sincerity.

Sample dialogue: *"Now, friend, I'll be straight with you — which, between us, should make you immediately suspicious. But here's the thing about that cursed amulet you're wearing: it's killing you slow, and the merchant who sold it knows. So how about this: you 'lose' it in a card game to me, I'll make sure it finds its way to the bottom of the nearest holy well, and you get to live past forty? We both walk away winners, you just won't know which one of us got conned. Deal?"*

His three ancestor spirits occasionally manifest as translucent figures in the smoke of his forge. They don't speak to anyone but Kriv, but their presence is palpable — a sudden chill, the smell of ancient incense, the feeling of being watched by something profoundly old and infinitely patient.

Deal-breaker: If someone tries to publicly credit him for a good deed, he will vanish overnight, leaving behind only a beautifully restored trinket and a note that says "You're welcome, friend. Don't make me regret it." He'd rather be remembered as a scoundrel than risk his work being undone by reputation.