Sivra K'chaka
Sivra K'chaka
Sheet
AC 13 · HP 9 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
11 featuresAlways 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 spellSpellcasting. Sivra K'chaka casts with Charisma (spell save DC 8, to hit with spell attacks).
Cantrips (at will):
Gear
9 itemsWeapons
- RapierA finely balanced blade with a narrow, slightly curved edge.
- ShortswordA compact backup blade suitable for close quarters or concealment.
- Light crossbowA light crossbow with a case of twenty bolts.
Armor
- Leather armorSupple armor reinforced with hidden plates and dark stitching.
Tools
- Gaming set, marked diceA set of loaded dice, used for gambling, misdirection, and establishing false familiarity.
Gear
- 20×Crossbow boltAmmunition for the light crossbow.
- Burglar's packA burglar's kit containing picks, probes, tension bars, and small files.
- Dark common clothesA set of common dark clothes with a hooded cloak.
Purse
- 15×Gold piecesA 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
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.”
- Background
- Criminal
Connections
Species
Drow Elf
Media
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