S
S
Sheet
AC 12 · HP 9 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- IntimidationCHA
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
Armor
Weapons
Tools
Languages
Features
11 featuresAlways on
- Feline Agility
When When you take your turn in combat after rolling initiative
When you roll initiative, you can choose to use Feline Agility to double your speed until the end of your turn, after which you cannot use it again until you move 0 feet on one of your turns.
- Cat's Claws
When When you make an unarmed strike
Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 plus your Strength modifier.
- Cat's Talent
When Always active
You have proficiency in Perception and Stealth.
- Bardic InspirationLevel 1
When As a bonus action on your turn
You can use one of your Bardic Inspiration dice to help an ally succeed on a check, attack, or save.
- SpellcastingLevel 1
You can use a musical instrument as a spellcasting focus for your bard spells. You know two cantrips of your choice from the bard spell list. You know four 1st-level bard spells of your choice. The Bard Spells Known table determines how many spell slots you have to cast your spells. You regain all expended spell slots when you finish a long rest.
- Ritual CastingLevel 1
You can cast any bard spell you know as a ritual if that spell has the ritual tag.
- TraitTabaxiDarkvision, 60 feet
- TraitTabaxiFeline Agility
- TraitTabaxiCat's Claws
- TraitTabaxiCat's Talent
- Military RankSoldier
You have a military rank from your career as a soldier. Soldiers loyal to your former command still recognize your authority and influence, and others may respect or fear you based on your rank and reputation.
Spells
6 spellsSpellcasting. S casts with Charisma (spell save DC 12, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): , , ,
Gear
9 itemsWeapons
- RapierA finessed melee weapon favored by duelists and swift fighters.
- DaggerA backup blade carried for emergencies.
Armor
- Leather armorA light suit of flexible armor made of leather, worn beneath a soldier's coat.
Tools
- LuteA stringed instrument used to bolster morale and soothe nerves after battle.
- Set of bone diceA set of worn gaming pieces for long nights on campaign.
Gear
- Diplomat's packA compact pack containing fine clothes, candles, paper, and other social gear.
- Insignia of rankA token of rank from prior service.
- Trophy from a fallen enemyA grim keepsake taken from a battle.
- Common clothesTravel-worn military clothing.
Appearance
A lean tabaxi woman with tawny fur striped in dark charcoal, bright gold eyes, and a scar across one ear. She keeps her soldier's coat tailored over supple leather armor, with a rapier at her hip, a lute slung across her back, and a string of military medals tied to her wrist like lucky charms. Her posture is predatory and relaxed at once, like a cat deciding whether a room belongs to her.
Mannerisms
She punctuates conversation with twitching ears, a tapping tail, and a habit of circling people once before deciding where to sit. When amused, she purrs under her breath before speaking. In quiet moments she drums claw tips against her rapier hilt in perfect marching cadence.
Personality
Wry, daring, and impossible to fully pin down, S treats life like a long campaign that is best survived with laughter and a sharp blade. She is generous with praise, stingy with authority, and happiest when plans can be improvised on the fly. She likes brave people, loud music, and anyone who can keep up with her pace.
Ideals
Freedom. No banner, crown, or law should own a life that can still choose its own path. She fights best when she is protecting someone's right to walk away.
Bonds
She still carries the torn insignia of the unit that took her in, and she will not let their names be forgotten. She also owes her life to a fellow scout who vanished during a failed raid, and she keeps searching for any trace of them.
Flaws
She hates being ordered around and will sometimes disobey a perfectly good plan just to prove she can. She collects risky dares the way other people collect coins, and when a challenge sounds entertaining, she tends to accept before considering the consequences.
Quirks
Background
S was born to a caravan of tabaxi scouts who valued speed, curiosity, and stories more than borders. She learned early that a sharp eye could save a life, and that a clever song could open more doors than a drawn blade. When raiders burned one of the caravan's waystations, she traded the freedom of the road for the discipline of the banner, enlisting as a scout and messenger so she could learn how armies moved, how fear spread, and how to survive both. She proved useful in the field, not because she loved orders, but because she could cross broken ground faster than cavalry and could sing morale into exhausted troops around a wet campfire. Between marches she learned to play for officers, soothe nerves after battle, and turn battlefield rhythms into music. Now she travels with a soldier's rank and a bard's grin, drifting between contracts, taverns, and skirmishes. She claims she left the army on her own terms, which is true, though not in the way her former commanders would tell it.
“She learned early that a sharp eye could save a life, and that a clever song could open more doors than a drawn blade.”
- Background
- Soldier
Connections
Species
Tabaxi
Media
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