Siv
Siv
Sheet
AC 14 · HP 16 · 40 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationINT
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalCHA
Weapons
Languages
Features
13 featuresAction
- Grovel, Cower, and BegKoboldAs an action on your turn, you can distract nearby monsters. Until the end of your next turn, your allies gain advantage on attack rolls against monsters within 10 feet of you that can see you. Once you use this trait, you cannot use it again until you finish a short or long rest.
Bonus action
- Flurry of Blows
When After taking the Attack action
After taking the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
- Patient Defense
When On your turn
You can spend 1 ki point to take the Dodge action as a bonus action.
- Step of the Wind
When On your turn
You can spend 1 ki point to take the Disengage or Dash action as a bonus action, and your jump distance is doubled for the turn.
- Martial ArtsLevel 1
Your practice of martial arts gives you proficiency with unarmed strikes and monk weapons. You can use Dexterity instead of Strength for attack and damage rolls with monk weapons and unarmed strikes. When you use the Attack action with an unarmed strike or monk weapon on your turn, you can make one unarmed strike as a bonus action. Your martial arts die is a d4.
Always on
- Unarmored DefenseLevel 1
While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
- KiLevel 2
You gain 2 ki points, which recover after a short or long rest. Your ki save DC is 12. You can spend ki to use Flurry of Blows, Patient Defense, or Step of the Wind.
- Unarmored MovementLevel 2
Your speed increases by 10 feet while you are not wearing armor or wielding a shield.
- DarkvisionKoboldYou can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
- Pack TacticsKoboldYou have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally is not incapacitated.
- Sunlight SensitivityKoboldYou have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
- TraitKoboldKobolds speak Common and Draconic.
- Shelter of the FaithfulAcolyte
You command the respect of those who share your faith, and you can perform the religious ceremonies of your temple. You and your companions can expect free care and healing at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. You may also receive modest support, such as food and shelter, from your religious community, provided you do not endanger it and remain in good standing.
Gear
9 itemsWeapons
- ShortswordA light, versatile blade suitable for a disciplined martial artist.
- 10×DartSmall thrown darts used for practice and combat.
Gear
- Dungeoneer's PackA pack containing a bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.
- Holy SymbolA small emblem representing Siv's shrine and faith.
- Prayer BookA collection of devotional writings used in daily study.
- 5×IncenseFragrant offerings burned during prayers and funerary rites.
- VestmentsCeremonial clothing worn when performing religious observances.
- Common ClothesA simple set of ordinary clothing for travel and daily use.
Purse
- 15×Gold PiecesLoose coin kept in a small tied pouch.
Appearance
A small, copper-scaled kobold with a narrow muzzle, large alert ears, and bright amber eyes. Her scales are darkest along her spine and fade to clay-red across her hands and throat. She stands with her weight balanced on the balls of her feet, heels barely touching the ground, as if every quiet moment is a chance to spring. She moves in quick, precise bursts, then becomes unnervingly still. A cord of prayer beads is wrapped several times around her left wrist, and her plain gray robes are reinforced at the knees and elbows.
Mannerisms
Siv rarely stands flat-footed. While listening, she rocks subtly from toe to toe and angles her head toward the floor to feel vibrations. Before answering a difficult question, she taps two prayer beads together three times.
Personality
Siv is observant, exacting, and unexpectedly courteous. She studies every room before entering it, counts exits without seeming to, and treats promises as physical things that must be handled carefully. She has a dry sense of humor and enjoys correcting larger creatures when they assume her size makes her harmless. Though reserved around strangers, she becomes fiercely encouraging when teaching someone a skill.
Ideals
Discipline. Fear is natural, but obedience to fear is a choice. The body can be trained to carry the mind through any darkness.
Bonds
The buried shrine that raised her is her true home. She will risk almost anything to recover its lost relics and learn what remains sealed beneath it.
Flaws
She mistakes hesitation for moral weakness, including in herself. When frightened, she becomes controlling and may push allies into danger rather than admit she does not know what to do.
Quirks
Background
Siv was hatched beneath a collapsed shrine where her clutch had taken refuge from a mining settlement that wanted the kobolds driven out. The shrine belonged to an old order devoted to patience, watchfulness, and the belief that even the smallest creature could carry a sacred spark. The acolytes did not try to make Siv less of a kobold. Instead, they taught her to listen for changes in breathing, feel tremors through stone, and turn fear into deliberate motion. She repaid them by becoming the shrine's swiftest messenger and most careful keeper of lamps. When a cave-in sealed the shrine's lower sanctum, Siv heard voices trapped beyond the rubble. She entered through passages too narrow for the adults and rescued three pilgrims, but the sanctum itself remained inaccessible. Since then, she has traveled beyond the shrine, seeking tools, allies, and forgotten knowledge that might open the sealed chamber. Her monastery considers this a holy errand, though Siv privately suspects the trapped voices may belong to something older and far less gentle than her teachers believed. She still carries the shrine's prayer beads, and every fight is treated as another lesson in whether discipline can overcome panic.
“The shrine belonged to an old order devoted to patience, watchfulness, and the belief that even the smallest creature could carry a sacred spark.”
- Background
- Acolyte
Connections
Species
Kobold
Media
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