Sivra Snezha
Sivra Snezha
Sheet
AC 12 · HP 22 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
16 featuresBonus action
- Encouraging Strike
When On her turn when an ally needs support
Sivra makes one weapon attack and can use Bardic Inspiration as a bonus action on an ally within 60 feet who can hear her.
- Bardic Inspiration (d6)Level 1
Sivra can inspire another creature within 60 feet that can hear her. As a bonus action, the creature gains one Bardic Inspiration die, a d6, which it can add to one ability check, attack roll, or saving throw made within the next 10 minutes. She can use this feature a number of times equal to her Charisma modifier, regaining all uses after a long rest.
- Song of Rest (d6)Level 2
Sivra can use a bonus action to inspire an ally who has expended a Bardic Inspiration die. The ally regains hit points equal to one roll of Sivra's Bardic Inspiration die, currently 1d6, plus her Charisma modifier.
Reaction
- Cutting Remark
When When a creature within 60 feet makes an attack roll, ability check, or damage roll
Sivra uses Cutting Words to subtract 1d6 from a visible creature's attack roll, ability check, or damage roll within 60 feet.
Always on
- SpellcastingLevel 1
Sivra can cast bard spells using Charisma as her spellcasting ability. She knows two cantrips and six bard spells, and can use a musical instrument as a spellcasting focus.
- Jack of All TradesLevel 1
Sivra has proficiency with three musical instruments: lute, hand drum, and flute.
- Jack of All TradesLevel 2
Sivra can add half her proficiency bonus, rounded down, to any ability check that does not already include her proficiency bonus.
- Song of Rest and Magical InspirationLevel 2
After a short or long rest, Sivra can change the nature of her minor magical performances, allowing her to disguise herself, create harmless sensory effects, or convey a silent message through musical or visual signals.
- Bonus ProficienciesLevel 3
Sivra gains proficiency in three additional skills: Investigation, Sleight of Hand, and Survival.
- Cutting WordsLevel 3
When a creature Sivra can see within 60 feet makes an attack roll, ability check, or damage roll, she can use her reaction and expend one Bardic Inspiration die to subtract the number rolled from the creature's roll. She can use this after the roll but before the outcome is known.
- Additional Magical SecretsLevel 3
Sivra can choose two classes and learn two spells from each chosen class's spell list. The spells count as bard spells for her and use Charisma as her spellcasting ability. She has chosen wizard and cleric spells.
- DarkvisionHalf-ElfSivra can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, seeing only in shades of gray.
- Fey AncestryHalf-ElfSivra has advantage on saving throws against being charmed, and magic cannot put her to sleep.
- Skill VersatilityHalf-ElfSivra is proficient in two skills of her choice, Perception and Stealth.
- LanguagesHalf-ElfSivra can speak, read, and write Common and Elvish, plus one additional language, Dwarvish.
- By Popular DemandEntertainer
Sivra can always find a place to perform, usually securing modest food and lodging for herself and her companions. Local entertainers, tavern keepers, and theater workers recognize her profession and may provide shelter or information.
Spells
9 spellsSpellcasting. Sivra Snezha casts with Charisma (spell save DC 12, to hit with spell attacks).
Cantrips (at will): ,
1st level (4 slots): , , , ,
2nd level (2 slots): ,
Gear
8 itemsWeapons
- RapierA light, versatile blade suitable for close combat and stage performances.
- DaggerA simple backup blade kept in Sivra's boot.
- Shortbow and arrowsA shortbow with a quiver containing twenty arrows.
Armor
- Leather armorA leather cuirass and reinforced sleeves.
Tools
- LuteA well-maintained lute with several repaired strings.
Gear
- Diplomat's packA diplomat's pack containing a chest, two cases for maps and notes, five candles, a tinderbox, five days of rations, a waterskin, and fifty feet of hempen rope.
- Entertainer's costumeA costume used for performances, disguises, and dramatic entrances.
Purse
- 15×Gold piecesA pouch containing fifteen gold pieces.
Appearance
Sivra is a slender half-elf with warm brown skin, storm-gray eyes, and dark hair worn in a loose braid threaded with faded blue ribbons. A small silver hoop rests in one pointed ear, and faint freckles cross the bridge of her nose. She dresses in a practical burgundy traveling coat over a cream blouse, with soft leather boots and a battered lute case covered in old tavern tokens. Her smile is quick, crooked, and usually hiding a second thought.
Mannerisms
Sivra taps rhythms against her wrist when thinking, tilts her head before answering difficult questions, and sings the last few words of a sentence when she is being deliberately evasive.
Personality
Sivra is sociable, observant, and theatrically confident. She treats every conversation as a performance, but listens closely for the details people accidentally reveal. She is generous toward outsiders, suspicious of authority, and happiest when surrounded by music, bad food, and complicated problems.
Ideals
Freedom. No one should be trapped by birth, custom, or another person's expectations. A clever song, a sharp question, or a brave choice can open any door.
Bonds
Sivra carries her mother's old silver tuning key, the only object recovered after the inn burned under suspicious circumstances. She intends to discover who started the fire and why several guests vanished that same night. She also feels responsible for a younger street performer named Oshen, whom she left behind when she began adventuring.
Flaws
Sivra cannot resist improving a story, even when the truth would be safer. She holds grudges against people who dismiss performers as harmless entertainment, and she often takes needless risks to prove that she is the cleverest person in the room.
Quirks
Background
Sivra was raised between two worlds, never quite belonging to either. Her human mother ran a roadside inn where travelers traded songs, rumors, and counterfeit maps, while her elven father repaired instruments and disappeared for months at a time with wandering theater troupes. Sivra learned early that a well-timed melody could make strangers generous, and that a careless question could make them reveal more than they intended. By adolescence, she was performing in taprooms from fishing villages to walled market towns, collecting stories as eagerly as coins.
“By adolescence, she was performing in taprooms from fishing villages to walled market towns, collecting stories as eagerly as coins.”
- Background
- Entertainer
Connections
Species
Half-Elf
Media
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