Kaela
Kaela
Sheet
AC 15 · HP 115 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- DeceptionCHA
- InsightWIS
- InsightWIS
- InvestigationINT
- PerceptionINT
- PerceptionWIS
- StealthDEX
Armor
Weapons
Tools
Languages
Features
20 featuresAction
- Insightful ManipulatorLevel 9
When you take the Attack action, you can choose an ally within 5 feet of the target. That ally can use its reaction to make a melee weapon attack against that target.
Bonus action
- Cunning ActionLevel 2
When On your turn.
Take the Dash, Disengage, Hide, or Use an Object action as a bonus action.
- Master of IntrigueLevel 3
You gain an additional use of your Cunning Action to Use an Object as a bonus action. You also learn to read a creature's body language, allowing you to spend a bonus action to gain advantage on your next ability check against a creature within 30 feet until the end of your next turn.
- Master of TacticsLevel 13
You can use the help action as a bonus action, and the creature you help gains advantage on the next attack roll against the target if it is made before the start of your next turn and is made by a creature other than you.
Reaction
- Uncanny DodgeLevel 5
When When you are hit by an attack you can see.
Use your reaction to halve the damage from one attack that hits you.
Always on
- Sneak AttackLevel 14
When When you hit with an eligible weapon attack and meet the Sneak Attack condition.
When you hit with a finesse or ranged weapon attack, you can deal an extra 7d6 damage once per turn if the Sneak Attack conditions are met.
- EvasionLevel 7
When When you make a Dexterity saving throw against an area effect or similar effect.
When an effect allows a Dexterity save for half damage, you take no damage on a success and half damage on a failure.
- ProficienciesLevel 1
You gain proficiency in thieves' tools, and one type of gaming set of your choice.
- Thieves' CantLevel 1
You have learned thieves' cant, a secret mix of dialect, jargon, and code used by rogues and criminals.
- ExpertiseLevel 1
You gain proficiency in two skills of your choice.
- Roguish Archetype: MastermindLevel 3
Choose a rogish archetype. You become a Mastermind, gaining features that favor deception, leadership, and tactical insight.
- Master of IntrigueLevel 3
You have had special training that results in proficiency with disguise kits, forgery kits, and one gaming set of your choice, and you can mimic the speech patterns and accent of a creature you have heard speak for at least 1 minute.
- ExpertiseLevel 6
When you make an ability check that lets you add your proficiency bonus, your proficiency bonus is doubled if you are proficient with that skill or tool.
- Reliable TalentLevel 11
You can use a Dexterity check of 10 or lower as 10 whenever you make an ability check and have proficiency with that skill or tool.
- Ability Score ImprovementLevel 14
You have received the ability score improvements available to rogues at levels 4, 8, 10, 12, and 14. In this build, those increases are already reflected in the provided base scores and species adjustments.
- TraitTieflingDarkvision, 60 ft.
- TraitTieflingHellish Resistance, resistance to fire damage.
- TraitTieflingInfernal Legacy, you know the thaumaturgy cantrip and can cast hellish rebuke once per long rest at 3rd level and darkness once per long rest at 5th level using Charisma as your spellcasting ability.
- TraitTieflingCommon and Infernal languages.
- Criminal ContactCriminal
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. This contact can provide information, shelter, or assistance in the underworld, as long as the relationship is not abused.
Spells
Spellcasting. Kaela casts with Charisma (spell save DC 16, to hit with spell attacks).
Gear
10 itemsWeapons
- RapierA finesse melee weapon favored for precise, deadly strikes.
- ShortbowA ranged weapon with ammunition for quiet attacks from afar.
- 2×DaggerA pair of balanced backup blades.
Armor
- Leather ArmorA light protective garment favored by rogues.
Tools
- Thieves' ToolsA set of tools used to pick locks and disarm traps.
- Gaming SetA compact set of cards and dice for gambling, coded signals, or social misdirection.
Gear
- 20×ArrowAmmunition for the shortbow.
- Burglar's PackA backpack with dark, practical supplies for clandestine travel and infiltration.
- Criminal's GearA pack containing a crowbar, dark hooded clothes, and other criminal necessities.
- Belt PouchA worn pouch for coins and small valuables.
Appearance
Kaela is a tall, lean, and muscular tiefling woman with bronze skin, thick spiraling horns, rich crimson eyes, and a barbed tail that moves with predatory ease. She favors modern, tactical clothing, a black synth-leather suit under a cropped fitted jacket with silver accents, knee-high laced boots, and a worn collar of intricate leather with jeweled spikes. A holstered sidearm rests at her hip, and her expression usually carries a sharp smirk, as if she is already three steps ahead of everyone else in the room.
Mannerisms
Kaela speaks softly, often with a faint smile, and lets silence do half the threatening. She tilts her head when evaluating someone, as if measuring where they would break. When amused, her tail flicks once before her mouth turns into a smirk.
Personality
Kaela is sharp-witted, composed, and almost impossible to intimidate. She treats conversation like a fencing match, probing for weaknesses, baiting reactions, and smiling when someone gives her useful information by accident. Loyalty matters to her, but only when it is mutual, specific, and earned. She enjoys dry humor, pointed compliments, and the power that comes from knowing exactly what someone wants before they admit it aloud.
Ideals
Freedom. No chain is legitimate just because it was forged by a law, a noble, or a priest. Power should belong to the capable, and she intends to keep enough of it that no one can ever own her again.
Bonds
She protects the few people from her old life who still survive in the lower levels of Atrix Isle, especially anyone she once called family. She also feels a fierce, practical loyalty to the organization that gave her room to rise, because it is the first place that ever treated her talent as an asset instead of a crime.
Flaws
Kaela trusts competence far more than kindness, and she sometimes mistakes control for safety. If a bargain can be improved in her favor, she is tempted to keep negotiating long after caution says stop. She also has a habit of underestimating anyone who looks too honorable, which has cost her more than once.
Quirks
Background
Kaela was born in the undercity slums of Atrix Isle, where the air tasted of rust, smoke, and desperation. Her mother taught her how to slip locks, pockets, and expectations. Her father taught her how to make problems disappear, usually with a blade and no witnesses. From them, she learned the two laws that mattered most in the streets, never be caught, and never owe anyone more than they owe you. She survived by becoming useful. First as a lookout, then as a courier, then as the sort of thief who could smile while taking the last thing you thought you owned. Intelligence got her farther than brute force ever could, and she cultivated that edge carefully, reading people as if they were ledgers with hidden debts. When her parents died, she inherited their lessons and their enemies. Joining the organization was not a matter of loyalty, but opportunity, a place where her talents could grow, her reach could expand, and her enemies could be sorted into the categories of useful, dangerous, and soon to be dead. Now she serves as second-in-command because she understands systems, leverage, and timing. Kaela does not merely remove obstacles, she turns them into advantages. She is the one who knows who can be bribed, who can be frightened, and who needs to vanish before sunrise. In a world of loud monsters and louder fools, she is the quiet knife in the dark, elegant, patient, and perfectly willing to cut.
“Her mother taught her how to slip locks, pockets, and expectations.”
- Background
- Criminal
Connections
Species
Tiefling
Media
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