Tavra Khevsuri
Tavra Khevsuri
Sheet
AC 17 · HP 52 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
18 featuresAction
- Extra AttackLevel 5
You can attack twice instead of once whenever you take the Attack action.
Bonus action
- Second WindLevel 1
When As a Bonus Action
Tavra regains 1d10 + 6 Hit Points as a Bonus Action. She has three uses, one of which returns after a Short Rest.
- Tactical ShiftLevel 5
When When activating Second Wind
After activating Second Wind with a Bonus Action, Tavra moves up to half her Speed without provoking Opportunity Attacks.
Always on
- Two Attacks
When When taking the Attack action
Tavra makes two attacks when she takes the Attack action.
- Action SurgeLevel 2
When On her turn
Tavra takes one additional action on her turn, except the Magic action. Once per Short or Long Rest.
- Athletic Footwork
When After hitting with an Unarmed Strike
After a successful Unarmed Strike as part of the Attack action, Tavra moves up to 10 feet without provoking Opportunity Attacks.
- Fighting Style: DefenseLevel 1
You gain a Fighting Style feat. Tavra uses Defense, gaining a +1 bonus to Armor Class while wearing armor.
- Weapon MasteryLevel 1
You can use the mastery properties of four Simple or Martial weapons. Tavra practices with the longsword, javelin, handaxe, and light hammer, using Sap, Slow, Vex, and Nick respectively.
- Tactical MindLevel 2
When you fail an ability check, you can expend a use of Second Wind to roll 1d10 and add it to the check. If the check still fails, the use is not expended.
- Champion: Improved CriticalLevel 3
Tavra scores a critical hit on a roll of 19 or 20 with a weapon or Unarmed Strike. When she scores a critical hit, she can move up to half her Speed without provoking Opportunity Attacks.
- Champion: Remarkable AthleteLevel 3
Tavra has Advantage on Initiative rolls and Strength (Athletics) checks. After making a successful Unarmed Strike as part of the Attack action, she can move up to 10 feet without provoking Opportunity Attacks.
- Ability Score Improvement: ToughLevel 4
Choose another feat for which you qualify. Tavra chose Tough, increasing her Hit Point maximum by twice her level, for a total increase of 12 Hit Points.
- Ability Score Improvement: SkilledLevel 6
Choose another feat for which you qualify. Tavra chose Skilled, gaining proficiency with Investigation, Intimidation, and smith's tools.
- ResourcefulHumanGain Heroic Inspiration whenever you finish a Long Rest.
- SkillfulHumanGain proficiency in one skill of your choice, Survival.
- VersatileHumanGain one Origin feat of your choice, Alert.
- TraitHumanHumanoid creature type, Medium size, and Speed 30 feet.
- Life at SeaSailor
You have spent years earning your living aboard ships, reading weather, currents, rigging, and the temper of a crew. Sailors and dockworkers recognize you as one of their own, and you can usually secure modest help or passage by offering useful labor and honest seamanship.
Gear
10 itemsWeapons
- LongswordMartial melee weapon, 1d8 slashing damage, versatile 1d10, Sap mastery.
- FlailMartial melee weapon, 1d8 bludgeoning damage, Sap mastery.
- 8×JavelinSimple ranged weapon, 1d6 piercing damage, range 30/120, Slow mastery.
- DaggerA simple blade carried as a backup weapon, 1d4 piercing damage, Vex mastery.
Armor
- Chain MailHeavy armor, Armor Class 16. Tavra's Defense Fighting Style raises her Armor Class to 17 while wearing it.
Tools
- Navigator's ToolsUsed for plotting courses and determining position at sea.
Gear
- Dungeoneer's PackContains equipment for exploring underground environments.
- Rope50-foot hempen rope from the Sailor package.
- Traveler's ClothesA faded set suitable for travel between ports.
Purse
- 24×Gold PiecesStarting funds from the Fighter and Sailor equipment packages.
Appearance
A medium-height human woman with a compact, weather-hardened build. Years at sea have darkened her skin unevenly across her forearms and neck, leaving pale bands where sleeves and collars protected her from the sun. Her hands are broad and rope-callused, with salt-stiffened knuckles. What people notice first is her smile: one front tooth is chipped, and she chews with a careful sideways motion learned after losing a molar to a swinging block. Her black hair is cut short around the ears, and she wears a faded blue scarf knotted at the nape.
Mannerisms
Tavra braces one hand against walls, tables, or doorframes as if the ground might suddenly roll. She tests unfamiliar wood with her knuckles, keeps her back to a wall in crowded rooms, and counts under her breath whenever she ties a knot.
Personality
Tavra is blunt, observant, and unexpectedly tender toward people who work with their hands. She dislikes grand speeches but remembers the exact details of a person's first honest conversation with her. In a crisis she becomes calm to the point of seeming cold, then cooks an excessive amount of food afterward for everyone involved.
Ideals
A crew is only as safe as its most frightened member. Strength means staying useful when fear would be easier.
Bonds
The wreck of the vessel Vardani took people who trusted Tavra to bring them home. She will not stop searching for the truth behind its loss, or for any survivor who may still be waiting.
Flaws
Tavra treats caution as a form of cowardice when someone is in immediate danger. She also keeps private accounts of every favor owed to her, then grows resentful when people fail to repay debts she never openly mentioned.
Quirks
Background
Tavra Khevsuri was born in a harbor district where three languages were used before breakfast and every family had a debt to someone who owned a boat. Her mother kept accounts for a spice hauler, while her uncle served as its deck boss. Tavra learned knots before letters, learned to judge a storm by the smell of the wind, and learned that a sailor who panics makes everyone else afraid. She was never the strongest person aboard, but she was the one who kept moving when the deck pitched and the mast screamed. At nineteen, Tavra survived a night storm that broke the hauler against a reef. She helped carry six people to a half-flooded launch, then fought off looters at the nearest inlet with a belaying pin and a great deal of bad temper. A retired marine captain saw the fight and offered her a place in a shore-side training company. There she became a fighter, learning disciplined footwork, shield work, and how to turn an opponent's confidence against them. She still prefers a deck to a battlefield, but she now travels inland to find the missing crew of the ship that taught her everything, convinced that the wreck was no accident.
“Her mother kept accounts for a spice hauler, while her uncle served as its deck boss.”
- Background
- Sailor
Connections
Species
Human
Media
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