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Sivra Kest - AI-generated fantasy Character

Sivra Kest

Elf · Rogue · Level 1 · Criminal

Sivra Kest

Sivra is observant, dryly humorous, and quietly protective.
AC15
HP9/9
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 15 · HP 9 · 35 ft.
AlignmentNeutral GoodGenderFemaleAge124 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor

Weapons

Simple weapons,
Martial weapons with the Finesse or Light property

Tools

Thieves' Tools,
One type of Gaming Set

Languages

Common,
Elvish,
Orcish

Features

12 features

Always on

  • Nick

    When Hit a target with a Dagger

    When you hit a target with a Dagger, you can make one extra attack with a different Dagger as part of the same action, provided you have not already made an extra attack with a Dagger this turn.

  • Vex

    When Hit a creature with a Shortbow or Rapier

    When you hit a creature with this weapon, you have Advantage on your next attack roll against that creature before the end of your next turn.

  • ExpertiseLevel 1

    You gain expertise in two of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check using either chosen proficiency. Sivra has Expertise in Stealth and Thieves' Tools.

  • Sneak AttackLevel 1

    Once per turn, when you hit a target with an attack using a Finesse or Ranged weapon and have Advantage on the attack roll, or when an enemy of the target is within 5 feet of it, you can deal an extra 1d6 damage to the target. The attack must use Finesse or a Ranged weapon.

  • Thieves' CantLevel 1

    You know Thieves' Cant, a secret mixture of dialect, jargon, and coded signs used by rogues. You also understand a set of secret signs and symbols used to convey simple messages.

  • Weapon MasteryLevel 1

    You gain the ability to use the Mastery properties of two kinds of Simple or Martial weapons with which you have proficiency. Sivra has mastery with the Dagger and Shortbow.

  • DarkvisionElfYou have Darkvision with a range of 60 feet.
  • Elven Lineage, WoodElfYour Speed is 35 feet, and you can attempt to Hide when you are lightly obscured by natural phenomena such as foliage, heavy rain, falling snow, mist, and other natural phenomena.
  • Fey AncestryElfYou have Advantage on saving throws you make to avoid or end the Charmed condition.
  • Keen SensesElfYou have proficiency in the Perception skill.
  • TranceElfYou do not need to sleep, and magic cannot put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation.
  • AlertCriminal

    Alert. You gain proficiency in Initiative, and you can swap your Initiative with the Initiative of a willing ally in the same combat, provided neither of you is Incapacitated.

Gear

12 items

Weapons

  • Rapier
    A finely balanced one-handed blade with the Finesse and Vex properties.
  • Shortbow
    A compact ranged weapon with the Ammunition, Loading, Range 80/320, and Vex properties.
  • 2×
    Dagger
    Small blades suitable for close combat or throwing.

Armor

  • Leather Armor
    Light protective armor made from supple leather.

Tools

  • Thieves' Tools
    Tools for opening locks and disabling traps. Sivra has Expertise with these tools.
  • Thieves' Tools
    A second set of thieves' tools supplied by her criminal background.

Gear

  • 20×
    Arrows
    Ammunition for the shortbow.
  • Burglar's Pack
    A pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
  • Crowbar
    A sturdy iron bar useful for forcing doors and crates.
  • Gaming Set
    A set of marked cards used for games of chance and coded communication.
  • Common Clothes, dark
    Plain dark clothing designed to avoid attention.

Purse

  • 16×
    Gold Pieces
    Loose coin retained from her former criminal work.

Appearance

Sivra is a lean wood elf with copper-brown skin, tightly braided black hair, and a narrow, athletic build suited to climbing and sudden movement. She dresses in softened green and umber leather, with a short cloak cut to avoid snagging on branches or door latches. Within a minute of meeting her, people notice that she rarely looks directly at faces. Her attention moves instead to hands, exits, windows, and the small gaps beneath furniture. Before speaking, she takes a quiet breath through her nose and pauses as if checking whether the room has changed.

Mannerisms

She pauses before answering, inhales softly through her nose, and turns her head slightly toward the nearest exit. When listening, she watches the speaker's hands instead of their face. She checks a lock twice, even after opening it, and speaks in a low, even voice that becomes unexpectedly blunt when someone lies.

Personality

Sivra is observant, dryly humorous, and quietly protective. She prefers practical help to comforting words, and she remembers small details that other people forget, such as a stranger's favorite tea or which boot they limp in. She dislikes grand speeches, crowded rooms, and anyone who calls theft harmless because the victim is rich.

Ideals

Responsibility. A clever person who notices suffering and does nothing has simply chosen the side of the powerful.

Bonds

The fever village saved one of her childhood friends, and Sivra secretly sends part of every payment to keep its infirmary supplied. She also carries the stolen burglary ledger, because its names include someone who betrayed her crew and now holds respectable power.

Flaws

She assumes every kindness has a hidden price and can ruin a useful alliance by testing it too aggressively. Once she decides someone is corrupt, she becomes stubbornly certain, even when evidence points the other way.

Quirks

Counts windows and doors whenever she enters a room.
Leaves a single copper coin at jobs that involved helping someone poor.
Ties one extra knot in every length of rope she uses.
Can identify several common locks by touch alone.

Background

Sivra grew up at the edge of a forest trade road, where elven couriers, charcoal burners, and human merchants all learned to distrust the same tollhouse. Her mother taught her the woodland paths, while her uncle taught her which locks were made to keep people out and which were made to make them feel safe. Sivra began as a lookout and message runner for a burglary crew, using her long memory and quiet feet to map guard rotations, kennel habits, and the routes that moonlight took across a roof. She was good at the work, but never comfortable with the people who paid for it. Her turning point came when the crew robbed a relief wagon carrying medicine to a fever-struck village. Sivra stole the ledgers, opened the locked crates, and helped distribute the medicine before vanishing into the trees. The crew marked her for betrayal, and the local magistrate marked her as a criminal anyway. She now travels under an assumed name, taking jobs that involve recovering stolen goods, exposing dishonest officials, or removing dangerous secrets from dangerous hands. She still knows how to enter a room without being invited. The difference is that she chooses more carefully who deserves to be left outside.

“She was good at the work, but never comfortable with the people who paid for it.”
From their backstory
Background
Criminal

Connections

Species

Elf

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