Sivra Haddad
Sivra Haddad
Sheet
AC 14 · HP 10 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- InsightWIS
- IntimidationCHA
- InvestigationINT
- PerceptionWIS
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
14 featuresBonus 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 itemsWeapons
- RapierA finely balanced one-handed blade suitable for close combat and ambushes.
- ShortbowA compact ranged weapon for silent attacks and hunting from cover.
- 2×DaggerSmall balanced blades, useful as backup weapons and thrown weapons.
Armor
- Leather ArmorLight protective armor made from layered leather, flexible enough for climbing and sneaking.
Tools
- Thieves' ToolsTools for manipulating locks, traps, hinges, and other delicate mechanisms.
- CrowbarA sturdy iron bar useful for prying doors and crates.
- Gaming SetA small set used for games of chance and practiced distraction.
Gear
- 20×ArrowsA quiver containing arrows for the shortbow.
- Burglar's PackA 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 PiecesLoose 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
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.”
- Background
- Criminal
Connections
Species
Elf
Media
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