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Sivarra Quill-of-Rain - AI-generated fantasy Character

Sivarra Quill-of-Rain

Tabaxi · Ranger · Level 1 · Sage

Sivarra Quill-of-Rain

Curious, irreverent, and intensely observant.
AC13
HP10/10
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 10 · 30 ft., climb 30 ft.
AlignmentChaotic NeutralGenderFemaleAge27 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Longbows,
Shortswords,
Scimitars

Tools

Calligrapher's Supplies

Languages

Common,
Tabaxi,
Draconic

Features

13 features

Bonus action

  • Hunter's Mark

    When Bonus Action

    As a Bonus Action, choose a creature you can see within 90 feet. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack, and you have Advantage on Wisdom (Perception or Survival) checks to find it. The spell requires Concentration, up to 1 hour.

Always on

  • Favored EnemyLevel 1

    You always have the Hunter's Mark spell prepared. You can cast it without expending a spell slot twice, and you regain all expended uses when you finish a Long Rest. You can also cast it using spell slots.

  • SpellcastingLevel 1

    You can cast the spells prepared for you as a Ranger, using Wisdom as your spellcasting ability. You have two level 1 spell slots, which you regain when you finish a Long Rest.

  • Weapon MasteryLevel 1

    You can use the mastery properties of two kinds of weapons with which you are proficient. You can change one or both choices whenever you finish a Long Rest.

  • Creature TypeTabaxiHumanoid.
  • SizeTabaxiSmall or Medium, chosen when you select this species.
  • SpeedTabaxi30 feet.
  • Climb SpeedTabaxiYou have a Climb Speed equal to your Speed.
  • DarkvisionTabaxiYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
  • Cat's ClawsTabaxiYour claws are natural weapons, which you can use to make unarmed strikes dealing 1d6 plus your Strength modifier in Slashing damage on a hit.
  • Cat's TalentTabaxiYou have proficiency in the Perception and Stealth skills.
  • Feline AgilityTabaxiWhen you move on your turn in combat, you can double your Speed until the end of that turn. Once used, you cannot use it again until you move 0 feet on one of your turns.
  • Magic Initiate (Wizard)Sage

    You gain the Magic Initiate feat, choosing the Wizard spell list. You learn two Wizard cantrips and one level 1 Wizard spell. You can cast the level 1 spell once without a spell slot after a Long Rest, and you can also cast it using your available spell slots. Intelligence is your spellcasting ability for these spells.

Spells

4 spells

Spellcasting. Sivarra Quill-of-Rain casts with Wisdom (spell save DC 12, to hit with spell attacks).

Cantrips (at will): ,

1st level (2 slots): ,

Gear

13 items

Weapons

  • Scimitar
    Light martial melee weapon, 1d6 slashing damage, finesse, light, nick.
  • Shortsword
    Light martial melee weapon, 1d6 piercing damage, finesse, light, vex.
  • Longbow
    Martial ranged weapon, 1d8 piercing damage, ammunition, heavy, range 150/600, slow, two-handed.

Armor

  • Studded Leather Armor
    Studded leather armor, providing AC 12 plus Dexterity modifier.

Tools

  • Calligrapher's Supplies
    A set of fine writing instruments and materials used to produce elegant copies and inscriptions.

Gear

  • 20×
    Arrows
    Ammunition for a longbow.
  • Quiver
    A container for carrying arrows.
  • Druidic Focus
    A small natural or crafted object used as a focus for Ranger spellcasting.
  • Explorer's Pack
    Includes a backpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
  • Book of History
    A scholarly volume about historical events and civilizations.
  • 8×
    Parchment
    Blank writing material.
  • Robe
    Simple scholar's clothing.

Purse

  • 8×
    Gold Pieces
    Loose starting currency.

Appearance

A lean, tawny-furred tabaxi woman with dark rosettes, amber eyes, and a long ringed tail. Her ears are nicked from years of travel, and she wears practical studded leather beneath a weather-stained green cloak. Ink stains mark her fingers, while a scroll case, calligrapher's kit, longbow, and paired blades hang from her well-organized gear.

Mannerisms

Sivarra pauses in the middle of conversations to study unfamiliar handwriting, smells books before opening them, and unconsciously taps a claw against her bow whenever she is thinking.

Personality

Curious, irreverent, and intensely observant. Sivarra is more comfortable examining a trail, ruin, or coded inscription than participating in ordinary small talk. She is generous with useful information, but will absolutely derail a conversation if someone mentions an unexplored place or an obscure historical contradiction.

Ideals

Knowledge should move freely. Secrets locked away for the comfort of the powerful eventually become weapons against everyone else.

Bonds

I carry a missing expedition's unfinished map, and I will find the explorers who made it, or learn the truth of what happened to them.

Flaws

I treat every mystery as an invitation, even when solving it is reckless, dangerous, or none of my business.

Quirks

Names particularly interesting arrows after historical figures.
Keeps a running list of unanswered questions in the margins of every map.
Collects unusual ink ingredients from every region she visits.
Sleeps with one hand resting on her scroll case.

Background

Sivarra Quill-of-Rain was raised among the archive towers of a coastal monastery, where her people expected her curiosity to be satisfied by old maps, copied histories, and the careful preservation of dead civilizations. Instead, Sivarra became fascinated by the blank spaces between recorded facts. She studied forgotten roads, vanished settlements, monster migrations, and the coded marginalia left by explorers who never returned. Her talent for calligraphy earned her access to restricted collections, but her habit of slipping out at night to test ancient routes made the librarians question whether she was a scholar or simply a trespasser with excellent penmanship. When a set of expedition journals disappeared from the monastery, Sivarra followed their clues into the wilderness. The trail revealed that the journals had been stolen by a relic hunter who was using them to locate a buried ruin. Sivarra caught up with the thief, recovered the journals, and discovered that the ruin's records described a threat moving through the frontier. Rather than return immediately to the monastery, she chose to follow the trail herself. Now she works as a ranger, combining fieldcraft with scholarship, hunting dangerous creatures, charting forgotten paths, and collecting every scrap of knowledge that might prevent history from repeating its worst mistakes.

“Instead, Sivarra became fascinated by the blank spaces between recorded facts.”
From their backstory
Background
Sage

Connections

Species

Tabaxi

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