Sivra Kchalu
Sivra Kchalu
Sheet
AC 16 · HP 92 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
28 featuresAction
- Extra AttackLevel 5
Sivra can make two attacks whenever they take the Attack action.
- Extra Attack (2)Level 11
Sivra can make three attacks whenever they take the Attack action.
Bonus action
- Second WindLevel 1
On a short or long rest, Sivra can use a bonus action to regain 1d10 + 11 hit points.
Always on
- Trip Attack
When After hitting with a weapon attack
When Sivra hits a creature with a weapon attack, they can expend one superiority die to force it to make a Strength saving throw. On a failure, it falls prone and takes the die's result as extra damage.
- Parry
When When hit by a melee attack
When Sivra is hit by a melee attack, they can use their reaction and expend one superiority die to reduce the damage by the die result plus 5.
- Precision Attack
When After missing with a weapon attack
When Sivra misses with a weapon attack, they can expend one superiority die and add it to the attack roll, potentially turning the miss into a hit.
- Menacing Attack
When After hitting with a weapon attack
When Sivra hits with a weapon attack, they can expend one superiority die to deal extra damage and force the target to make a Wisdom saving throw. On a failure, the target is frightened until the end of Sivra's next turn.
- Riposte
When When a creature misses with a melee attack
When a creature misses Sivra with a melee attack, Sivra can use their reaction and expend one superiority die to make a melee weapon attack against that creature.
- Disarming Attack
When After hitting with a weapon attack
When Sivra hits with a weapon attack, they can expend one superiority die to deal extra damage and force the target to drop one held object on a failed Strength saving throw.
- Bait and Switch
When When moving near a willing ally
When Sivra moves on their turn, they can expend one superiority die to increase another willing creature's AC and switch places with it without provoking opportunity attacks.
- Fighting Style: DefenseLevel 1
Choose a Fighting Style. Sivra chose Defense, gaining a +1 bonus to AC while wearing armor.
- Action SurgeLevel 2
Once per short or long rest, Sivra can take one additional action on their turn.
- Martial Archetype: Battle MasterLevel 3
Sivra becomes a Battle Master, gaining superiority dice, combat maneuvers, and proficiency with calligrapher's supplies.
- Ability Score ImprovementLevel 6
Sivra gains one additional use of Second Wind between rests through disciplined battlefield recovery.
- Improved Combat SuperiorityLevel 7
Sivra knows five maneuvers and has five d8 superiority dice. Maneuvers chosen are Bait and Switch, Disarming Attack, Menacing Attack, Parry, Precision Attack, Riposte, and Trip Attack. Maneuver save DC is 15. Superiority dice are regained after a short or long rest.
- Student of WarLevel 7
Sivra can add their proficiency bonus to one ability check involving calligrapher's supplies, and gains proficiency with those supplies.
- Ability Score ImprovementLevel 8
Sivra gains the Alert feat. They gain +5 initiative, cannot be surprised while conscious, and attackers do not gain advantage merely because they are unseen.
- IndomitableLevel 9
Once per long rest, Sivra can reroll a failed saving throw, using the new result.
- Ability Score ImprovementLevel 10
Sivra gains proficiency in Wisdom saving throws and increases Wisdom by 1.
- Additional ManeuversLevel 10
Sivra gains two additional maneuvers, for a total of seven known maneuvers.
- DarkvisionElf, High ElfSivra can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light.
- Keen SensesElf, High ElfSivra is proficient in Perception.
- Fey AncestryElf, High ElfSivra has advantage on saving throws against being charmed, and magic cannot put them to sleep.
- TranceElf, High ElfSivra meditates deeply for 4 hours instead of sleeping and retains the benefits of a 眠8-hour rest.
- Elf Weapon TrainingElf, High ElfSivra is proficient with longswords, shortswords, shortbows, and longbows.
- High Elf CantripElf, High ElfSivra knows one wizard cantrip, chosen as Minor Illusion. Intelligence is the spellcasting ability for it.
- Extra LanguageElf, High ElfSivra can speak, read, and write Dwarvish.
- Position of PrivilegeNoble
Sivra can secure an audience with local nobles, courtiers, and other influential figures. Common folk generally make room for them because of their noble bearing and family name, though Sivra tries to use this access on behalf of people without it.
Spells
Spellcasting. Sivra Kchalu casts with Intelligence ( to hit with spell attacks).
Gear
11 itemsWeapons
- LongswordA balanced longsword bearing the understated crest of Sivra's family.
- Light crossbowA light crossbow with a worn but reliable stock.
Armor
- Chain mailWell-maintained heavy armor, modified with practical leather repairs and quiet metal fasteners.
- ShieldA sturdy shield painted blue-gray and marked with old roadwarden symbols.
Tools
- Calligrapher's suppliesUsed for precise maps, legal copies, battlefield reports, and coded correspondence.
Gear
- 20×Crossbow boltsIron-headed bolts stored in a waxed leather case.
- Dungeoneer's packIncludes a backpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Fine clothesA set of finely made but visibly faded formal clothing.
- Signet ringA silver family signet ring, usually worn around the neck.
- Gaming setA set of carved wooden pieces used for a traditional elven strategy game.
Purse
- 25×Gold piecesA leather purse containing starting funds.
Appearance
Sivra Kchalu is a tall, lean high elf with deep bronze skin, tightly braided black hair, and alert gray-green eyes. Their chain mail is meticulously maintained but visibly altered, with leather ties and small cloth patches replacing several missing fittings. They wear a faded blue noble's sash beneath their armor, repaired so often that its original pattern is almost impossible to see. Their boots are polished to an unusual shine, while the rest of their clothing is practical, worn, and plainly chosen for movement. A thin silver signet ring is kept on a cord around their neck rather than worn on their hand.
Mannerisms
Sivra silently straightens crooked objects while listening, presses their thumb against the signet ring when weighing a difficult choice, and addresses servants, soldiers, and nobles with the same formal courtesy.
Personality
Sivra is composed, observant, and unfailingly courteous, even in tense situations. They listen for the detail everyone else overlooks, then ask one direct question that changes the entire discussion. Beneath their restraint is a fierce protective instinct, especially toward laborers, travelers, and young people forced to inherit problems created by the powerful.
Ideals
Responsibility. Privilege is a debt owed to those who were denied it. A useful name is one spent protecting people, not one preserved on a family monument.
Bonds
I will restore the mountain settlement my family abandoned, even if doing so costs me my name and inheritance.
Flaws
I become rigid and judgmental when people excuse injustice as tradition, and I sometimes mistake compromise for cowardice.
Quirks
Background
Sivra Kchalu was born into a high elven house whose wealth came from maintaining mountain roads, bridges, and trade routes. Their family taught them etiquette, history, and the careful language of negotiation, but Sivra was more interested in the guards who kept those roads safe. They learned swordplay from caravan escorts and battlefield discipline from retired soldiers, discovering that a well-timed feint could accomplish what a dozen proud speeches could not. When a landslide destroyed a remote settlement under their family's protection, Sivra found evidence that the disaster had been worsened by deliberate neglect. Their relatives wanted silence, fearing scandal and compensation claims. Sivra instead brought the records to the public courts, accepting disgrace and estrangement in exchange for exposing the truth. They left home with their signet ring, their battered sash, and a determination to make inherited privilege answerable to those it affects. As a Battle Master, Sivra now travels as a soldier, negotiator, and investigator, using noble connections when they can help and abandoning them without hesitation when they become an excuse for cruelty.
“Their relatives wanted silence, fearing scandal and compensation claims.”
- Background
- Noble
Connections
Species
Elf, High Elf
Media
0 imagesNo images yet.
Turn Sivra Kchalu into a sheet
A high-res, share-ready sheet you can post or print.