Tabathy Kynne
Tabathy Kynne
Sheet
AC 14 · HP 31 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- DeceptionCHA
- InitiativeDEX
- InsightWIS
- InvestigationINT
- PerceptionWIS
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
22 featuresBonus action
- Fast HandsLevel 3
When Bonus Action
Make a Dexerity check to pick a lock, disarm a trap with Thieves' Tools, or pick a pocket as a Bonus Action.
- Cunning ActionLevel 2
When Bonus Action
Dash, Disengage, or Hide as a Bonus Action.
Always on
- Steady AimLevel 3
When Bonus Action
Gain Advantage on your next attack roll this turn if you haven't moved, but your Speed becomes 0 until the end of the turn.
- Rogue Skill ProficienciesLevel 1
You gain proficiency in four skills of your choice from the Rogue list.
- Saving Throw ProficienciesLevel 1
You gain proficiency with Intelligence and Dexterity saving throws.
- Core Rogue TrainingLevel 1
You gain proficiency with simple weapons, martial weapons that have the Finesse or Light property, Thieves' Tools, and Light armor.
- ExpertiseLevel 1
Choose two of your skill proficiencies. You have Expertise with them, which means you add twice your proficiency bonus to any ability check you make with them. Tabathy's Expertise choices are Sleight of Hand and Stealth.
- Sneak AttackLevel 1
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or Ranged weapon. You do not need Advantage if at least one ally is within 5 feet of the target, that ally is not Incapacitated, and you do not have Disadvantage.
- Thieves' CantLevel 1
You know Thieves' Cant and one other language of your choice. Tabathy's additional language is Sylvan.
- Weapon MasteryLevel 1
You gain mastery with two kinds of weapons you are proficient with. Tabathy's choices are Daggers and Shortswords.
- Rogue SubclassLevel 3
You gain a Rogue subclass. Tabathy has chosen the Thief subclass.
- Second-Story WorkLevel 3
You gain a Climb Speed equal to your Speed, and you can determine jump distance using Dexterity rather than Strength.
- Ability Score ImprovementLevel 4
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. No score changes are needed here because the provided final scores already include background increases.
- Creature TypeElfHumanoid
- SizeElfMedium
- SpeedElf30 feet
- DarkvisionElf60 feet
- Elven LineageElfHigh Elf. You know the Prestidigitation cantrip. You can replace it with another Wizard cantrip whenever you finish a Long Rest.
- Fey AncestryElfAdvantage on saving throws to avoid or end the Charmed condition.
- Keen SensesElfProficiency in one of Insight, Perception, or Survival. Tabathy chose Insight.
- TranceElfYou do not need to sleep, and you can finish a Long Rest in 4 hours while remaining conscious.
- Underworld ContactsCriminal
Tabathy knows how to survive in the underworld, and she can usually find someone who owes her a favor, recognizes a criminal sign, or can point her toward the local black market and its hidden paths.
Spells
1 spellSpellcasting. Tabathy Kynne casts with Intelligence (spell save DC 12, to hit with spell attacks).
Cantrips (at will):
Gear
13 itemsWeapons
- 4×DaggerSmall blade, useful as a backup weapon or for precise work.
- ShortswordA versatile finesse blade favored by rogues.
- ShortbowA compact ranged weapon for ambushes and silent pressure.
Armor
- Leather ArmorA suit of light leather armor, ideal for stealth and mobility.
Tools
- 2×Thieves' ToolsA reliable set of lockpicking and trap-disarming tools.
- CrowbarA heavy iron bar useful for forcing entry.
Gear
- 20×ArrowsA bundle of ammunition for the shortbow.
- QuiverA case for carrying arrows.
- 2×PouchSmall containers for coins, gems, and stolen secrets.
- 2×Traveler's ClothesPractical clothes suited to long travel and anonymity.
- Burglar's PackA light, sturdy pack built for a burglar's trade.
- Traveler's PackA small pack of basic travel necessities.
Purse
- 24×Gold PiecesLoose coin from her class and background starting gear.
Appearance
A slim elven woman with sharp amber eyes, pale skin, and dark auburn hair usually tied back with a leather cord. She dresses in practical dark leathers fitted for quiet movement, with a short sword at her hip, a pair of daggers at her boots, and a faintly amused expression that suggests she is always one step ahead of trouble.
Mannerisms
Tabathy speaks softly and pauses before answering, as if weighing how much truth a question deserves. When thinking, she taps one fingernail against a dagger hilt or rolls a coin across her knuckles. She never enters a room without glancing at the exits first.
Personality
She is witty, suspicious, and impossible to shame. Tabathy treats danger like a conversation she intends to win, and she has a habit of making jokes in the exact second other people would prefer silence. Beneath the sarcasm, she is observant and fiercely protective of anyone she decides is hers.
Ideals
Freedom. No lord, guild, or tradition should own a person's future. Everyone deserves the chance to choose who they become, even if they have to steal that chance back.
Bonds
She still carries a blackened signet ring from the one crewmate who died covering her escape, and she will not let that debt go unpaid. She also keeps a hidden list of names belonging to people who helped her when she was young, and she repays kindness with dangerous loyalty.
Flaws
Tabathy cannot resist a locked door, a sealed drawer, or a dare wrapped in expensive words. She tells herself she is only taking back what the world hoards unfairly, but she has lost good opportunities by chasing one last perfect score. When cornered emotionally, she turns glib, evasive, and just dishonest enough to make honest people stop asking.
Quirks
Background
Tabathy Kynne was raised in an elven enclave that prized patience, memory, and flawless manners. She had all three, when it suited her. Most of the time, she preferred locked doors, unattended coin purses, and the thrill of slipping through places she was never meant to enter. Her talent for quiet hands and quicker feet first made her a nuisance, then a thief, and eventually the most useful problem solver in a small ring of burglars who worked the edges of respectable society. A raid on a merchant vault went wrong when a noble’s private guards cornered her crew. Tabathy escaped with the loot, but not with her conscience intact. The betrayal that followed taught her to trust no gang, no patron, and no polished face in a city window. Since then, she has walked a razor line between self-interest and survival, using her rogue’s skills to live by her own rules while quietly paying back debts to the few people who ever treated her like more than a tool. She still steals, but now she chooses her marks with a sharper sense of who deserves the loss.
“Most of the time, she preferred locked doors, unattended coin purses, and the thrill of slipping through places she was never meant to enter.”
- Background
- Criminal
Connections
Species
Elf
Media
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