Sian Sareth
Sian Sareth
Sheet
AC 14 · HP 52 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
18 featuresBonus action
- Cunning ActionLevel 2
When On your turn
As a Bonus Action, Dash, Disengage, or Hide.
- Fast Hands
When On your turn
As a Bonus Action, use the Utilize action, including manipulating an object or handling certain tools.
- Steady AimLevel 3
When On your turn
As a Bonus Action, if you have not moved, gain advantage on your next attack this turn. Your Speed becomes 0 for the turn.
- Thief: Fast HandsLevel 3
You gain the Thief subclass. You can use the Utilize action as a Bonus Action, and you can use magic items with unusual efficiency, including activating certain items normally restricted by their requirements, subject to the item's rules.
Reaction
- Uncanny DodgeLevel 5
When When a creature you can see hits you with an attack
When hit by an attack, use your Reaction to halve the attack's damage.
Always on
- Cunning StrikeLevel 5
When When dealing Sneak Attack damage
When you deal Sneak Attack damage, trade Sneak Attack dice for a Cunning Strike effect, if its requirements are met.
- ExpertiseLevel 1
You have expertise in Sleight of Hand and Stealth. Your proficiency bonus is doubled for ability checks using either skill.
- Sneak AttackLevel 1
Once per turn, when you hit a target with a qualifying finesse or ranged weapon attack, you can deal an extra 4d6 damage if you have advantage or if the target is adjacent to one of its enemies and you do not have disadvantage.
- Thieves' CantLevel 1
You know Thieves' Cant and one other language of your choice.
- Weapon MasteryLevel 1
You gain Weapon Mastery with three weapons, such as the dagger, shortbow, and shortsword.
- Thief: Second-Story WorkLevel 3
You gain a Climb Speed equal to your Speed, and climbing no longer costs you extra movement. You can also make a running jump after moving only 5 feet on foot.
- ExpertiseLevel 6
You gain expertise in Investigation and Perception. Your proficiency bonus is doubled for ability checks using either skill.
- EvasionLevel 7
When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you take no damage on a successful save and half damage on a failed one.
- Reliable TalentLevel 7
Whenever you make an ability check that uses a skill or tool with which you have proficiency, you can treat a roll of 9 or lower on the d20 as a 10.
- ResourcefulHumanWhen you finish a Long Rest, you gain Heroic Inspiration.
- SkillfulHumanYou gain proficiency in one skill of your choice, Insight.
- VersatileHumanYou gain an extra Origin feat, Skilled, in addition to the Origin feat granted by your background.
- Criminal ContactCriminal
You know how to find or create criminal contacts, safe houses, and illicit services in settlements where such networks exist. You can usually identify the signs of an active criminal operation and arrange discreet communication with its members.
Gear
10 itemsWeapons
- 2×DaggerLight, easily concealed blades used for close combat and utility.
- ShortswordA short, balanced blade suitable for finesse fighting.
- Shortbow and ArrowsA compact bow with a quiver holding twenty arrows.
Armor
- Leather ArmorA supple set of fitted leather armor, darkened and carefully maintained.
Tools
- Thieves' ToolsTools for picking locks, disabling traps, and manipulating small mechanisms.
- Gaming SetA set of marked dice used for gambling and coded signals.
Gear
- Burglar's PackA pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- CrowbarA metal bar useful for forcing doors, windows, and chests.
- 2×PouchSmall containers for concealing coins, tools, or stolen goods.
Purse
- 16×Gold PiecesStarting currency retained after purchasing other equipment.
Appearance
Sian Sareth is a lean, compact human woman with warm brown skin, dark hazel eyes, and thick black hair cropped close at the sides and tied into a short braid at the nape. She keeps her clothing meticulously clean and repaired, favoring a charcoal leather coat, soft boots, fingerless gloves, and a dull green scarf. Within a minute of meeting her, most people notice her controlled breathing and unusually quiet voice. When calm, she speaks in a low, airy murmur. When frightened or furious, her breath catches audibly between words, and she becomes painfully deliberate about each syllable.
Mannerisms
Sian speaks softly and keeps her breathing measured, as though every conversation were a room she might need to escape. She smooths the edge of her left glove when thinking, counts exits without looking directly at them, and pauses before answering questions she considers dangerous.
Personality
Quietly observant, dryly funny, and fiercely protective of people who are being exploited. Sian distrusts grand speeches but believes deeply in practical kindness. She prefers to help without being thanked and becomes uncomfortable when anyone treats her as a hero.
Ideals
Freedom. No law deserves obedience when it exists only to protect the comfortable from the desperate.
Bonds
She carries a brass key taken from the gang's old safe, and intends to use it one day to unlock every secret ledger that still binds poor families to criminals and corrupt officials.
Flaws
She assumes every favor has a hidden price and often tests people's loyalty until she has nearly driven them away. She also has a habit of stealing small, useless objects from anyone who threatens her, even when doing so creates unnecessary danger.
Quirks
Background
Sian Sareth grew up above a cooper's shop in a crowded riverside district, the second child in a family that always had more debts than coin. She learned early that locks, ledgers, and people all yielded to patience. Her first crimes were small and practical, lifting medicine, food, and rent money from those who could spare it. By sixteen, she had become a courier and burglar for a local gang, valued less for her charm than for her ability to enter a guarded place and leave it looking untouched. The gang changed when its leaders began selling information about vulnerable families to violent collectors. Sian refused one assignment, then sabotaged three more. She stole the gang's account book, used it to expose its leadership, and distributed the recovered money among the people they had preyed upon. The act made her a wanted criminal, but it also earned her a scattered web of grateful contacts. Now she works as a rogue for hire, taking dangerous jobs from people who cannot seek justice openly. She still steals, lies, and trespasses, but she has drawn one firm line. No one gets rich by making the powerless pay for their fear.
“She learned early that locks, ledgers, and people all yielded to patience.”
- Background
- Criminal
Connections
Species
Human
Media
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