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Sivra Haddad - AI-generated fantasy Character

Sivra Haddad

Elf · Rogue · Level 1 · Criminal

Sivra Haddad

Sivra is observant, irreverent, and difficult to impress.
AC14
HP10/10
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 10 · 30 ft.
AlignmentChaotic NeutralGenderFemaleAge126 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • DeceptionCHA
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • PerceptionWIS
  • PersuasionCHA
  • Sleight of HandDEX
  • StealthDEX

Armor

Light armor

Weapons

Simple weapons,
Martial weapons with the Finesse or Light property

Tools

Thieves' Tools,
Gaming Set

Languages

Common,
Elvish,
Undercommon,
Thieves' Cant

Features

14 features

Bonus action

  • Cunning Action

    When Use a bonus action on your turn.

    As a bonus action, take the Dash, Disengage, or Hide action.

  • Expertise and Cunning ActionLevel 1

    You gain proficiency with Thieves' Tools. You can use a bonus action to take the Dash, Disengage, or Hide action.

Always on

  • Sneak AttackLevel 1

    When Hit a creature with a Finesse or ranged weapon while meeting the Sneak Attack conditions.

    Once per turn, deal an extra 1d6 damage when you hit with a qualifying Finesse or ranged weapon and meet the Advantage or adjacent-enemy condition.

  • Dagger Mastery

    When Hit with a dagger.

    Use the dagger's mastery property to hinder a creature hit by the weapon, according to the weapon's Nick mastery rules.

  • Shortbow Mastery

    When Hit with a shortbow.

    Use the shortbow's mastery property to hamper a creature hit by the weapon, according to the weapon's Vex mastery rules.

  • Rogue ProficienciesLevel 1

    You have proficiency with light armor, simple weapons, and martial weapons that have the Finesse or Light property. You also gain proficiency in Dexterity and Intelligence saving throws.

  • Thieves' CantLevel 1

    You know the secret language of thieves and can recognize hidden signs and messages used by criminal networks. You also gain expertise in two of your skill or tool proficiencies, chosen as Stealth and Thieves' Tools.

  • Weapon MasteryLevel 1

    You can master two weapons with which you are proficient. You choose the dagger and shortbow. When you attack with either mastered weapon, you can use its Weapon Mastery property.

  • DarkvisionElfYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
  • Elven Lineage, Wood ElfElfYou know the Druidcraft cantrip. Starting at level 3, you can cast Longstrider without a spell slot, and starting at level 5, you can cast Pass without Trace without a spell slot. You can also cast these spells with any spell slots you have.
  • Fey AncestryElfYou have Advantage on saving throws you make to avoid or end the Charmed condition.
  • TranceElfYou do not need to sleep, and magic cannot put you to sleep. You can finish a Long Rest in 4 hours by entering a trance, during which you retain consciousness.
  • Keen SensesElfYou have proficiency in the Perception skill.
  • Criminal ContactCriminal

    You have a reliable criminal contact who serves as your liaison to a network of other criminals. You know how to get messages to and from this contact, even over long distances, though you do not know the contact's exact location.

Gear

10 items

Weapons

  • Rapier
    A finely balanced one-handed blade suitable for close combat and ambushes.
  • Shortbow
    A compact ranged weapon for silent attacks and hunting from cover.
  • 2×
    Dagger
    Small balanced blades, useful as backup weapons and thrown weapons.

Armor

  • Leather Armor
    Light protective armor made from layered leather, flexible enough for climbing and sneaking.

Tools

  • Thieves' Tools
    Tools for manipulating locks, traps, hinges, and other delicate mechanisms.
  • Crowbar
    A sturdy iron bar useful for prying doors and crates.
  • Gaming Set
    A small set used for games of chance and practiced distraction.

Gear

  • 20×
    Arrows
    A quiver containing arrows for the shortbow.
  • Burglar's Pack
    A burglar's pack containing a backpack, ball bearings, string, bell, candles, crowbar, hammer, pitons, hooded lantern, oil, tinderbox, rations, and a waterskin.

Purse

  • 16×
    Gold Pieces
    Loose coin saved from old jobs and legitimate work.

Appearance

A wood elf woman of lean, compact build, with weather-browned olive skin and dark copper hair usually tied in a practical knot. Her hands are strong and carefully kept, the fingertips faintly rough from years of locks, rope, and cold metal. Within a minute of meeting her, most people notice that she constantly checks the small brass clasp at her collar, rubbing it between two fingers whenever she is thinking. Her green-gray eyes are alert and amused, and her clothes favor muted browns, moss green, and soft leather suited for city alleys or forest paths.

Mannerisms

Sivra speaks in short, dry observations and rarely stands with her back to a door. She touches and adjusts the brass clasp at her collar whenever she is calculating a risk. When someone lies badly, she tilts her head as if listening to a lock before deciding whether to call them on it.

Personality

Sivra is observant, irreverent, and difficult to impress. She treats conversation like a card game, watching what people protect, what they volunteer, and which questions they avoid. She enjoys clever company but distrusts anyone who calls themselves honorable before proving it. Beneath her guarded humor is a practical kindness, especially toward runaways, street children, and anyone being cornered by people with more power than sense.

Ideals

Freedom. No guild, crown, family, or prophecy owns me. I will choose my road, even when the safest road is the one someone else selected.

Bonds

She still possesses the brass clasp taken from the gang's ledger keeper, the one object that can identify the people who betrayed her family. She intends to use it to free her brother from a life of hiding.

Flaws

She assumes every offer contains a hidden hook and often ruins honest opportunities by searching for the betrayal that is not there. When frightened, she becomes possessive of information and would rather lie than admit she does not know something.

Quirks

Counts doors, windows, and exits whenever she enters a room.
Keeps one harmless false name ready for every town.
Can identify common coins by touch without looking.
Leaves tiny chalk marks near safe hiding places.
Collects broken lock springs and uses them as worry charms.

Background

Sivra grew up on the edge of a woodland trade road, where caravans passed beneath ancient trees and paid little attention to the quiet elf children watching from the brush. Her family survived by repairing tack, mending locks, and occasionally taking what wealthy travelers failed to guard. Sivra proved unusually gifted with mechanisms. She could hear a tumbling pin through a door and tell whether a purse carried coins, gems, or nothing but dried beans by the way its weight shifted. When a burglary went wrong, Sivra accepted blame for a crime committed by her older brother, buying him time to escape and earning herself a place in a city gang. The gang taught her every useful vice, from forgery to rooftop routes, but it also taught her that loyalty among thieves is often just debt wearing a friendly face. She eventually stole a ledger that exposed the gang's dealings with a magistrate and fled before either side could silence her. Now she works as a cautious adventurer, taking jobs that offer freedom, leverage, and enough danger to keep her past from catching up.

“Her family survived by repairing tack, mending locks, and occasionally taking what wealthy travelers failed to guard.”
From their backstory
Background
Criminal

Connections

Species

Elf

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