Malkó Zembere
Malkó Zembere
Sheet
AC 15 · HP 7 · 35 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- InsightWIS
- IntimidationCHA
- InvestigationINT
- PerceptionWIS
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
11 featuresAlways on
- Sneak AttackLevel 1
When Hit with a qualifying Finesse or Ranged weapon and have Advantage, or have a non-Incapacitated ally within 5 feet of the target without Disadvantage.
Once per turn, deal an extra 1d6 damage with a Finesse or Ranged weapon when the attack qualifies for Sneak Attack.
- ExpertiseLevel 1
Choose two of your skill proficiencies. Your Proficiency Bonus is doubled for any ability check you make using either proficiency. Malkó has Expertise in Sleight of Hand and Stealth.
- Thieves' CantLevel 1
You know Thieves' Cant, a secret mix of dialect, jargon, and signs used by criminals. You also know one additional language, Undercommon.
- Weapon MasteryLevel 1
You can use the mastery properties of two proficient weapon types. Malkó has chosen Daggers and Shortbows. He can change these choices whenever he finishes a Long Rest.
- TraitElf, Wood Elf lineageDarkvision, you can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, without discerning color.
- Elven Lineage, Wood ElfElf, Wood Elf lineageYour Speed is 35 feet and you know the Druidcraft cantrip. At character levels 3 and 5, you gain Longstrider and Pass without Trace, respectively, each usable once without a spell slot after a Long Rest.
- TraitElf, Wood Elf lineageFey Ancestry, you have Advantage on saving throws you make to avoid or end the Charmed condition.
- TraitElf, Wood Elf lineageKeen Senses, you have proficiency in Perception.
- TraitElf, Wood Elf lineageTrance, you do not need to sleep, and you can finish a Long Rest in 4 hours through alert meditation while retaining consciousness.
- Creature TypeElf, Wood Elf lineageHumanoid. Size: Medium.
- AlertCriminal
You gain proficiency with Initiative. When you roll Initiative, you add your Proficiency Bonus to the roll. Immediately after rolling Initiative, you can swap your Initiative with that of a willing ally in the same combat, provided neither of you is Incapacitated.
Gear
12 itemsWeapons
- 2×DaggerFinesse weapons suitable for close combat or throwing
- ShortswordA finesse martial weapon with a narrow blade
- ShortbowA compact ranged weapon suitable for ambushes
Armor
- Leather ArmorLight armor made from cured leather, currently reinforced with mismatched stitching at the left shoulder
Tools
- 2×Thieves' ToolsTools for opening locks and disabling traps
Gear
- QuiverA container for arrows
- 20×ArrowAmmunition for the shortbow
- Burglar's PackA pack containing standard rogue adventuring gear
- CrowbarA sturdy iron bar useful for prying doors, crates, and shutters
- 2×PouchSmall containers used for holding coins, gems, or stolen objects
- Traveler's ClothesPlain clothes designed for travel and inconspicuous movement
Purse
- 16×Gold PiecesStarting currency from criminal work
Appearance
Malkó Zembere is a lean, long-limbed wood elf with a powerfully built frame that seems at odds with his careful movements. His dark brown hair is cut close at the sides and tied back with plain cord. He keeps his green-gray eyes moving constantly, measuring exits, hands, pockets, and distances rather than meeting anyone's gaze for long. His leather armor is well maintained but poorly fitted, with one shoulder reinforced by mismatched stitching. A faded blue scarf is the only item he treats with unusual care. His hands are broad and strong, but his fingers move with practiced delicacy around locks, blades, and hidden compartments.
Mannerisms
He pauses before entering any room, even familiar ones, and silently counts exits. He checks the position of other people's hands during conversation. When someone offers help, he automatically looks for the nearest object he could use as leverage.
Personality
Malkó is quiet, watchful, and brutally practical. He speaks to people as though negotiating terms, rarely gives a direct answer when a partial one will do, and treats emotional displays as evidence to be catalogued. He is not needlessly theatrical or openly sadistic. His cruelty is colder than that, expressed through withholding, leverage, and an almost bureaucratic willingness to let consequences fall on those who failed to protect themselves.
Ideals
Order. Rules are chains, but chosen chains are stronger than chaos. Everyone should know their place, their price, and the consequence for breaking an agreement.
Bonds
The faded blue scarf belonged to the one person who once protected him without asking for payment. He will recover the scarf's missing silver clasp from the syndicate that took it, even if doing so costs him the party's trust.
Flaws
He assumes every kindness conceals a demand, and he will sabotage genuine relationships before someone else can use them against him. When frightened, he becomes controlling and cruel, especially toward people who remind him of his former handlers. He would rather let an innocent suffer than risk owing anyone a debt.
Quirks
Background
Malkó Zembere was born among wood elves who prized memory, patience, and the long work of tending living things. He learned early that those virtues did not protect anyone. His father sold him to a caravan debt-holder, his mother vanished rather than challenge the arrangement, and the first gang that took him in abandoned him to the city watch when a burglary went wrong. Each time he trusted someone, that trust became a handle by which they could move him. Each time he obeyed a law, someone richer found a way around it. He eventually built a life in alleys, storehouses, and half-collapsed tenements, first as a lookout, then as a burglar, and finally as an enforcer for a small criminal syndicate. Malkó learned to open locks, read guard rotations, and use his considerable strength without making noise. He follows rules now, but only rules he has chosen himself. He considers loyalty a contract, affection a liability, and mercy an indulgence usually purchased by someone else. He joined the adventuring party because their work offers access, money, and protection from enemies he cannot yet kill. He insists that he will leave them the moment they become inconvenient. He does not admit that he has already started memorizing how each of them breathes when afraid.
“He learned early that those virtues did not protect anyone.”
- Background
- Criminal
Connections
Species
Elf, Wood Elf lineage
Media
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