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Sivra K'chaka - AI-generated fantasy Character

Sivra K'chaka

Drow Elf · Rogue · Level 1 · Criminal

Sivra K'chaka

AC13
HP9/9
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 9 · 30 ft.
AlignmentChaotic NeutralGenderFemaleAge117 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords,
Drow weapon training: rapiers, shortswords, and hand crossbows

Tools

Thieves' tools,
Gaming set, marked dice

Languages

Common,
Elvish,
Undercommon

Features

11 features

Always on

  • Sneak AttackLevel 1

    When Hit with a finesse or ranged weapon and have advantage, or have a non-incapacitated enemy of the target within 5 feet.

    Once per turn, deal an extra 1d6 damage when hitting with a finesse or ranged weapon while meeting the Sneak Attack conditions.

  • ExpertiseLevel 1

    Sivra has proficiency with thieves' tools. She can add double her proficiency bonus to checks made with thieves' tools and to two chosen proficient skills, Stealth and Investigation.

  • Thieves' CantLevel 1

    Sivra knows thieves' cant, a secret mix of dialect, jargon, and coded signs that allows her to conceal messages and identify members of criminal networks.

  • TraitDrow ElfDarkvision, Sivra can see in dim light within 120 feet as if it were bright light, and in darkness as if it were dim light.
  • TraitDrow ElfKeen Senses, Sivra has proficiency in Perception.
  • TraitDrow ElfFey Ancestry, Sivra has advantage on saving throws against being charmed, and magic cannot put her to sleep.
  • TraitDrow ElfTrance, Sivra meditates deeply for 4 hours instead of sleeping and gains the same benefit a human gains from 8 hours of sleep.
  • TraitDrow ElfSunlight Sensitivity, Sivra has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight while she, the target of her attack, or the object she is trying to perceive is in direct sunlight.
  • TraitDrow ElfDrow Magic, Sivra knows the dancing lights cantrip. Charisma is her spellcasting ability for it.
  • TraitDrow ElfDrow Weapon Training, Sivra is proficient with rapiers, shortswords, and hand crossbows.
  • Criminal ContactCriminal

    Sivra has a reliable and familiar contact within the criminal underworld who acts as a liaison to other criminals. She knows how to send and receive messages through coded marks, dead drops, and intermediaries.

Spells

1 spell

Spellcasting. Sivra K'chaka casts with Charisma (spell save DC 8, to hit with spell attacks).

Cantrips (at will):

Gear

9 items

Weapons

  • Rapier
    A finely balanced blade with a narrow, slightly curved edge.
  • Shortsword
    A compact backup blade suitable for close quarters or concealment.
  • Light crossbow
    A light crossbow with a case of twenty bolts.

Armor

  • Leather armor
    Supple armor reinforced with hidden plates and dark stitching.

Tools

  • Gaming set, marked dice
    A set of loaded dice, used for gambling, misdirection, and establishing false familiarity.

Gear

  • 20×
    Crossbow bolt
    Ammunition for the light crossbow.
  • Burglar's pack
    A burglar's kit containing picks, probes, tension bars, and small files.
  • Dark common clothes
    A set of common dark clothes with a hooded cloak.

Purse

  • 15×
    Gold pieces
    A pouch containing the standard starting coin from Sivra's criminal past.

Appearance

Sivra is a lean, gray-skinned drow with cropped white hair, violet eyes, and a narrow scar running from her left temple to the corner of her mouth. She dresses in weather-stained dark leather, soft boots, and a long charcoal cloak whose inner stitching contains fragments of an unfamiliar silver pattern. A small copper ring hangs from a cord around her neck. She claims it is the only thing she remembers from before her amnesia, though she sometimes touches it with the reflexive care of someone checking a hidden lock.

Mannerisms

Sivra pauses before answering personal questions, as if selecting a lie from several practiced versions. She turns her left ear toward unfamiliar sounds, studies exits whenever she enters a room, and cleans her weapons whenever conversation becomes emotionally uncomfortable.

Personality

Quietly observant and unnervingly composed, Sivra notices small inconsistencies in people's stories, the location of every exit, and which hand someone favors when reaching for a weapon. She is dryly funny with people she trusts, but her humor becomes sharper when she feels cornered. She dislikes being touched unexpectedly and has an instinctive habit of answering questions with questions.

Ideals

Identity is a choice, not a birthright. No hunter, bloodline, or forgotten master gets to decide what Sivra becomes.

Bonds

A one-eyed fence named Malko sheltered Sivra when she first emerged from the ruins. She will risk almost anything to keep him alive, even if protecting him means drawing the attention of the hunters who follow her.

Flaws

Sivra lies most easily when telling the truth would be safer. She cannot resist investigating any clue connected to her past, even when doing so endangers the entire party. When cornered, she becomes cold and calculating, and she will abandon an ally's trust before she risks revealing the one memory she fears most.

Quirks

She remembers every doorway she has ever entered but pretends to forget names.
She taps twice on any locked object before opening it.
She occasionally speaks an ancient Elvish phrase in her sleep, then denies knowing the words.
She keeps the copper ring polished despite claiming it has no sentimental value.

Background

Sivra claims she awoke three years ago beneath a ruined watchtower with blood on her gloves, a broken signet in her pocket, and no memory of how she got there. Since then, she has survived by slipping through guarded doors, lifting purses from careless nobles, and selling information that she insists she acquired by instinct alone. Her skill with locks and disguises came back before her name did. The thieves who took her in called her Sivra because it was the first word she spoke, though she has never admitted whether that was true or merely convenient.

“Her skill with locks and disguises came back before her name did.”
From their backstory
Background
Criminal

Connections

Species

Drow Elf

Media

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