Sivra Kest
Sivra Kest
Sheet
AC 15 · HP 9 · 35 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
12 featuresAlways 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 itemsWeapons
- RapierA finely balanced one-handed blade with the Finesse and Vex properties.
- ShortbowA compact ranged weapon with the Ammunition, Loading, Range 80/320, and Vex properties.
- 2×DaggerSmall blades suitable for close combat or throwing.
Armor
- Leather ArmorLight protective armor made from supple leather.
Tools
- Thieves' ToolsTools for opening locks and disabling traps. Sivra has Expertise with these tools.
- Thieves' ToolsA second set of thieves' tools supplied by her criminal background.
Gear
- 20×ArrowsAmmunition for the shortbow.
- Burglar's PackA pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- CrowbarA sturdy iron bar useful for forcing doors and crates.
- Gaming SetA set of marked cards used for games of chance and coded communication.
- Common Clothes, darkPlain dark clothing designed to avoid attention.
Purse
- 16×Gold PiecesLoose 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
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.”
- Background
- Criminal
Connections
Species
Elf
Media
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