Kira
Kira
Sheet
AC 13 · HP 24 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
9 featuresBonus action
- Cunning ActionLevel 2
When Bonus action on Kira's turn.
Kira uses a bonus action to Dash, Disengage, or Hide.
Always on
- Sneak AttackLevel 1
When Once per turn when Kira hits with a finesse or ranged weapon and has advantage, or when an enemy of the target is within 5 feet of the target and Kira lacks disadvantage.
Kira makes a precise weapon attack against a target she can reach or see within the weapon's range. If the conditions are met, she adds 2d6 Sneak Attack damage once per turn.
- ExpertiseLevel 1
Kira chooses Stealth and thieves' tools as her Expertise options. Her proficiency bonus is doubled for ability checks made with either proficiency.
- Thieves' CantLevel 1
Kira knows the secret language of thieves and can recognize coded messages, symbols, and signs used by criminal networks.
- DarkvisionTieflingKira can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. She cannot discern color in darkness, only shades of gray.
- Hellish ResistanceTieflingKira has resistance to fire damage.
- Infernal LegacyTieflingKira knows the Thaumaturgy cantrip. At 3rd level, she can cast Hellish Rebuke once per long rest as a 2nd-level spell. Charisma is her spellcasting ability for these spells.
- LanguagesTieflingKira can speak, read, and write Common and Infernal.
- Criminal ContactCriminal
Kira has a reliable and trustworthy contact who acts as her liaison to a network of other criminals. She knows how to exchange messages, receive warnings, and obtain information through this network, though using it may carry risks.
Spells
2 spellsSpellcasting. Kira casts with Charisma (spell save DC 12, to hit with spell attacks).
Cantrips (at will):
2nd level:
Gear
10 itemsWeapons
- RapierA light, finesse melee weapon suitable for precise strikes.
- Shortbow and arrowsA ranged weapon with a quiver containing twenty arrows.
- 2×DaggerSmall finesse weapons useful for throwing or close combat.
Armor
- Leather armorLight armor made from fitted leather.
Tools
- Thieves' toolsTools for opening locks, disabling traps, and bypassing simple security devices. Kira has Expertise with these tools.
Gear
- Burglar's packA pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- CrowbarA sturdy iron pry bar.
- Dark common clothes with hoodA set of dark common clothes with a hood.
- Belt pouchA pouch containing fifteen gold pieces.
- Gaming setA gaming set used for gambling and blending into criminal circles.
Appearance
Kira is a lean, sharp-featured tiefling with deep burgundy skin, swept-back black hair, and polished black horns that curve close to her skull. Her long tail moves with deliberate precision, often curling around a chair leg or the handle of a dagger. She speaks in a low, measured voice, usually pausing for one quiet breath before answering. In any room, her attention goes first to doors, windows, hands, and pockets rather than faces. She dresses in fitted, travel-worn leather and dark gray clothing, with small brass tokens sewn into her cuffs as reminders of old jobs.
Mannerisms
Before answering a question, Kira takes a quiet breath through her nose and briefly studies the speaker's hands. She rarely sits with her back to a door. When thinking, she rolls a brass token across her knuckles, stopping it precisely between her thumb and forefinger.
Personality
Kira is observant, restrained, and dryly witty. She prefers practical solutions to heroic speeches and is more comfortable showing loyalty through preparation than affection. She notices small inconsistencies immediately and treats every conversation like a puzzle with missing pieces.
Ideals
Freedom. No guild, law, bloodline, or god has the right to own another person's choices. Kira helps people escape control, even when doing so complicates her own plans.
Bonds
Kira still protects the aging bookkeeper who taught her mother how to forge shipping manifests. She also keeps one brass token from her first successful job, and intends to use the guild's own secrets to buy freedom for everyone who helped her survive its control.
Flaws
Kira assumes every kindness has a hidden price. When cornered, she lies reflexively, even when honesty would be safer, and she has a habit of keeping secrets from allies long after secrecy stops being useful.
Quirks
Background
Kira grew up in the crowded alleys behind a riverfront countinghouse, where her infernal heritage made her memorable long before she wanted to be noticed. Her mother worked as a bookkeeper for smugglers, and Kira learned numbers, locks, and the value of keeping quiet before she learned to read a contract. By adolescence, she had become a courier for the local thieves' guild, carrying coded ledgers beneath her coat and memorizing every street where a watch patrol changed shifts. She was never the strongest member of a crew, but she was the one who noticed the loose floorboard, the second set of footprints, or the lie hidden inside an innocent question.
- Background
- Criminal
Connections
Species
Tiefling
Media
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