Makaria
Makaria
Sheet
AC 13 · HP 9 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
7 featuresAlways on
- Sneak AttackLevel 1
When Once per turn when Makaria hits with a finesse or ranged weapon attack
Makaria adds 1d6 damage to one qualifying weapon hit when she has advantage or an enemy of the target is within 5 feet of it, provided she does not have disadvantage.
- Thieves' CantLevel 1
Makaria knows the secret language of thieves and can communicate hidden messages through coded speech, marks, and signs.
- DarkvisionTieflingMakaria can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. She sees darkness in shades of gray.
- Hellish ResistanceTieflingMakaria has resistance to fire damage.
- Infernal LegacyTieflingMakaria knows the thaumaturgy cantrip. Charisma is her spellcasting ability for this spell.
- Ability Score IncreaseTieflingIntelligence increases by 1 and Charisma increases by 2.
- Criminal ContactCriminal
Makaria has a reliable and trustworthy contact who acts as her liaison to a network of other criminals. She knows how to get messages to and from her contact, even over great distances, though she does not know the identity or location of the contact.
Spells
1 spellSpellcasting. Makaria casts with Charisma ( to hit with spell attacks).
Cantrips (at will):
Gear
9 itemsWeapons
- RapierA light, finesse melee weapon suitable for precise strikes.
- ShortbowA ranged martial weapon with a quiver containing 20 arrows.
- 2×DaggerSmall blades useful for close combat and utility.
Armor
- Leather ArmorLight armor made from supple leather.
Tools
- CrowbarA sturdy iron bar useful for forcing doors, windows, and crates.
Gear
- 20×ArrowsAmmunition for the shortbow.
- Burglar's PackA kit containing a backpack, 10-foot length of rope, tinderbox, 10 torches, 10 days of rations, and a waterskin.
- Dark Common Clothes with HoodA set of plain dark clothes with a hood, designed to avoid notice.
Purse
- 15×Gold PiecesCoins saved from criminal work and carried as emergency funds.
Appearance
Makaria is a compact, athletic tiefling with deep burgundy skin, swept-back black hair, and curling charcoal horns that angle close to her head. Her amber eyes are alert and calculating. She wears a weathered leather coat over practical dark clothing, with a rapier at her hip and a shortbow across her back. Within a minute of meeting her, people notice her low, carefully measured voice and the way she takes up less space than her strong frame suggests. When startled, her breath catches sharply and her words come out in a rapid, breathless rush.
Mannerisms
She pauses before answering difficult questions and exhales through her nose as if testing the air. She keeps one shoulder angled toward the nearest exit, counts door hinges without meaning to, and lowers her voice whenever someone raises theirs.
Personality
Makaria is observant, audacious, and deeply allergic to being patronized. She has a dry sense of humor and treats danger as a puzzle rather than a threat. She rarely speaks first in a crowd, but she remembers every name, exit, and suspicious glance. Her confidence is genuine, though it becomes brittle when anyone suggests she is helpless or owned.
Ideals
Freedom. No law, lord, church, or family has the right to own another person's choices. Anyone who tries to put a leash on me deserves to lose a hand.
Bonds
She owes her freedom to an anonymous criminal contact who arranged her escape and still sends coded messages through tavern kitchens, dead drops, and children's counting rhymes. Makaria will risk almost anything to repay that debt, especially if the contact ever asks her to rescue someone from the old riverside crew.
Flaws
Makaria assumes every kindness has a hidden price. She would rather ruin a promising alliance than admit she needs help, and when frightened she becomes reckless, talking too quickly and choosing the most dangerous exit simply because it is the one no one expects.
Quirks
Background
Makaria grew up in the crowded back rooms and half-lit alleys of a riverside district where tieflings were welcomed only when someone needed a lock opened or a debt collected. Her mother taught her to read ledgers, her older cousins taught her to read people, and the local thieves taught her that every locked door was an argument waiting to be won. Makaria began as a lookout, then became a burglar, using her strong legs, patient breathing, and unnervingly quiet movements to slip through guarded homes without disturbing so much as a candle flame. Her first real job went wrong when a wealthy merchant recognized her horns and ordered his guards to kill her rather than risk the embarrassment of admitting he had been robbed. She escaped with the money, but left behind the rest of her crew and a reputation for being the only one who got out alive.
“She escaped with the money, but left behind the rest of her crew and a reputation for being the only one who got out alive.”
- Background
- Criminal
Connections
Species
Tiefling
Media
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