Sivri Kettunen
Sivri Kettunen
Sheet
AC 16 · HP 25 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
16 featuresBonus action
- Second WindLevel 1
Sivri can use a bonus action to regain 1d10 + 3 hit points. She must finish a short or long rest before using this feature again.
Reaction
- Riposte
When A creature misses Sivri with a melee attack
When a creature misses Sivri with a melee attack, she can use her reaction to make one weapon attack against that creature and add a superiority die to the damage if the attack hits.
- ManeuversLevel 3
Sivri chooses three maneuvers: Menacing Attack, Riposte, and Trip Attack. Menacing Attack can frighten a target after dealing extra damage. Riposte lets her make a reaction attack when a creature misses her with a melee attack. Trip Attack can knock a Large or smaller creature prone after dealing extra damage.
Always on
- Trip Attack
When Sivri hits a creature with a weapon attack
When Sivri hits a creature with a weapon attack, she can expend a superiority die to deal extra damage and force the target to make a DC 13 Strength saving throw. On a failure, the target falls prone.
- Menacing Attack
When Sivri hits a creature with a weapon attack
When Sivri hits a creature with a weapon attack, she can expend a superiority die to deal extra damage and force the target to make a DC 13 Wisdom saving throw. On a failure, the target is frightened of Sivri until the end of her next turn.
- Great Weapon FightingLevel 1
When Sivri rolls a 1 or 2 on a damage die for an attack made with a melee weapon that she is wielding with two hands, she can reroll the die and must use the new roll.
- Action SurgeLevel 2
Sivri can take one additional action on her turn. She must finish a short or long rest before using this feature again.
- Combat SuperiorityLevel 3
Sivri gains superiority over battlefield technique. She has four superiority dice, which are d8s, and regains all expended dice when she finishes a short or long rest. Her maneuver save DC is 13.
- Student of WarLevel 3
Sivri gains proficiency with smith's tools.
- Superiority DiceLevel 3
Sivri can add her superiority die to an attack's damage when using a maneuver, and her superiority die is expended after use. Her superiority save DC is 13, calculated as 8 + proficiency bonus + Strength modifier.
- LuckyHalflingWhen Sivri rolls a 1 on the d20 for an attack roll, ability check, or saving throw, she can reroll the die and must use the new roll.
- BraveHalflingSivri has advantage on saving throws against being frightened.
- Halfling NimblenessHalflingSivri can move through the space of any creature that is of a size larger than hers.
- Small sizeHalflingSivri is Small and has a walking speed of 25 feet.
- Naturally StealthyHalflingSivri can attempt to hide when obscured by a creature at least one size larger than her.
- Military RankSoldier
Sivri retains the respect and practical authority associated with her former military rank. Soldiers and guards who recognize her service may offer shelter, information, or limited assistance, provided her requests do not endanger them or violate their orders.
Gear
10 itemsWeapons
- GreatswordA massive two-handed martial weapon. Because Sivri is Small, the weapon's Heavy property causes her to have disadvantage on attack rolls with it under the 2014 rules.
- Light CrossbowA martial ranged weapon used for patrol work and warning shots.
Armor
- Chain MailMetal armor that provides AC 16.
Tools
- Gaming SetA worn set of gaming dice used to settle arguments during long watches.
Gear
- 20×Crossbow BoltsAmmunition for the light crossbow.
- Dungeoneer's PackContains a backpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, and hempen rope.
- Insignia of RankA symbol of former service, useful for identifying Sivri to soldiers and guards.
- Trophy from a Fallen EnemyA battered insignia or token taken from a defeated enemy, kept as a reminder of the cost of command.
- Common ClothesPlain clothes for travel and civilian life.
Purse
- 10×Gold PiecesStarting money from the soldier background.
Appearance
Sivri is a sturdy lightfoot halfling woman with long copper hair usually braided down her back and tied with strips of faded blue cloth. A few old scars mark her forearms and left shoulder, remnants of years spent forcing frightened civilians through dangerous streets. She wears well-maintained chain mail beneath a weathered red guard tabard, though the tabard has been cut and resewn several times. Her most noticeable possession is an absurdly large greatsword, nearly as long as she is tall, carried in a reinforced leather sling across her back. She walks with a slight favor toward her left leg, not from pain but from habit, as if always making room for the sword's enormous hilt. Her copper braid repeatedly catches on the sword strap, and she calmly tugs it free without interrupting conversation.
Mannerisms
Sivri plants her feet before answering difficult questions, as though bracing against a charge. She checks the greatsword strap whenever someone enters a room, and she automatically positions herself nearest the exit or between strangers and children. When nervous, she counts under her breath in a mixture of Common and old halfling watch-cant.
Personality
Sivri is blunt, watchful, and unexpectedly gentle with frightened people. She distrusts grand speeches but remembers every practical kindness. She prefers to stand quietly near a doorway rather than sit at the center of a room, and she considers a promise more binding when made without witnesses.
Ideals
Protection. Authority exists to stand between the strong and the helpless. If it does not, it is only another kind of weapon.
Bonds
The families evacuated from Brannoc Vale still send letters to one another through Sivri. She considers their survival a standing promise, not a finished duty.
Flaws
Sivri cannot leave a vulnerable person behind, even when doing so would save everyone else. She also treats compromise as a polite word for surrender and has a habit of making enemies among people who would otherwise be useful allies.
Quirks
Background
Sivri grew up in a halfling quarter built against the outer wall of a northern trade town. Her family repaired harnesses and cart fittings, and Sivri learned early that the things which kept people safe were rarely elegant. A well-set buckle, a barred door, a warning shouted before the bridge gave way. She joined the town watch after an overloaded wagon crushed a market stall and the official response was to blame the halfling vendors. Sivri disliked the politics of the watch, but she understood its purpose, and she became the guard who stood between ordinary people and every official excuse. During a border evacuation, Sivri found an oversized greatsword abandoned in a fallen officer's tent. It was clearly made for someone much larger, and every sensible person told her to leave it behind. She kept it anyway, first as a makeshift lever and then as a weapon. The sword is unwieldy in her small hands, but Sivri has learned to use its weight to control space, pin attackers away from the people behind her, and make one decisive opening where a lighter blade would only trade cuts. She left the watch after refusing an order to abandon a village during a retreat. Now she works as a wandering guard, escort, and troublemaker, taking the side of anyone who has been told that their safety is an acceptable loss.
“Her family repaired harnesses and cart fittings, and Sivri learned early that the things which kept people safe were rarely elegant.”
- Background
- Soldier
Connections
Species
Halfling
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