Tavik K'anchay
Tavik K'anchay
Sheet
AC 14 · HP 93 · 35 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
24 featuresBonus action
- Cunning ActionLevel 2
When Bonus Action
As a Bonus Action, Dash, Disengage, or Hide.
- Fast Hands
When Bonus Action
Use a Bonus Action to make a Dexterity check to pick a lock, disarm a trap, or take the Utilize action involving an object, including certain Sleight of Hand tasks.
Reaction
- Uncanny DodgeLevel 5
When A visible creature hits you with an attack roll.
When a creature hits you with an attack, use your Reaction to halve the attack's damage.
Always on
- Sneak AttackLevel 1
When Once per turn when hitting with a qualifying attack and meeting Sneak Attack conditions.
Make one weapon attack with a weapon that has the Finesse or Ranged property, then add 5d6 Sneak Attack damage once per turn when the requirements are met.
- Cunning StrikeLevel 5
When When dealing Sneak Attack damage.
After dealing Sneak Attack damage, sacrifice Sneak Attack dice to apply a Cunning Strike effect such as Withdraw, Trip, or Poison.
- Second-Story Work
When Movement or jump
Climbing costs no additional movement, and you can make running jumps using Dexterity rather than Strength.
- Weapon Proficiencies and Weapon MasteryLevel 1
You gain proficiency with martial weapons that have the Finesse or Light property, plus three simple weapons of your choice. You can also use weapon mastery with two weapons you are proficient with. Chosen mastery weapons are dagger and shortbow.
- Rogue SkillsLevel 1
You gain proficiency in four skills of your choice. Chosen skills are Acrobatics, Deception, Investigation, and Perception.
- ExpertiseLevel 1
You gain Expertise in two proficient skills or with Thieves' Tools. Chosen Expertise are Stealth and Thieves' Tools.
- Thieves' CantLevel 1
You know Thieves' Cant and one other language, chosen here as Common and Elvish.
- Rogue SubclassLevel 3
Choose a Rogue subclass. Tavik is a Thief, gaining the Fast Hands and Second-Story Work features.
- Ability Score ImprovementLevel 4
You gain a feat. Tavik chose Skulker, allowing him to remain hidden when lightly obscured, miss without revealing his position, and make attacks from hiding with improved precision.
- Cunning Strike OptionsLevel 5
When you use Cunning Strike, you can apply two different Cunning Strike effects by sacrificing additional Sneak Attack dice, provided all requirements are met.
- Expertise ImprovementLevel 6
You gain Expertise in two additional proficient skills or tools. Chosen additional Expertise are Sleight of Hand and Perception.
- Reliable TalentLevel 7
When you make a Dexterity check using a proficient skill or tool, any roll of 9 or lower on the d20 counts as a 10.
- EvasionLevel 7
When you are subjected to an effect that allows a Dexterity saving throw for half damage, you instead take no damage on a success and half damage on a failure.
- Ability Score ImprovementLevel 8
You gain a feat. Tavik chose Tough, increasing his maximum hit points by 20 at this level and adding 2 maximum hit points whenever his level increases.
- Supreme SneakLevel 9
Your Thief subclass grants Supreme Sneak. When you use Cunning Action to Hide, you gain a Climb Speed equal to your Speed for the turn and can move up to half your Speed without ending the Invisible condition created by certain hiding effects, as applicable.
- TraitElfDarkvision, you can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light.
- Elven Lineage, Wood Elf lineage chosenElfYou have a Speed of 35 feet and know the Druidcraft cantrip. You also always have Longstrider and Pass without Trace prepared, and can cast each once without a spell slot per Long Rest.
- TraitElfFey Ancestry, you have Advantage on saving throws to avoid or end the Charmed condition.
- TraitElfKeen Senses, you have proficiency in the Perception skill.
- TraitElfTrance, you do not need to sleep and can finish a Long Rest in 4 hours while remaining semiconscious.
- Criminal ContactCriminal
You have a reliable, though morally flexible, contact who acts as your liaison with a network of criminals. You know how to communicate with this contact through coded messages and can obtain information about local criminal activity, though favors and information may carry a cost.
Gear
11 itemsWeapons
- 3×DaggerFinesse, Light, and thrown weapon, 1d4 piercing damage.
- ShortbowA short-ranged martial ranged weapon, 1d6 piercing damage, with 20 arrows.
- SlingA compact sling and a pouch of smooth ammunition.
Armor
- Leather armorLight armor made from supple, darkened leather.
Tools
- Thieves' toolsA set of tools used to pick locks and disable traps.
- CrowbarA compact metal bar useful for forcing doors, crates, and shutters.
Gear
- 20×ArrowsAmmunition for the shortbow.
- Burglar's packA pack containing equipment useful for burglary, including a backpack, ball bearings, string, bell, candles, crowbar, hammer, pitons, hooded lantern, oil, tinderbox, rations, rope, and waterskin.
- Common clothesPlain, dark clothing suitable for blending into alleys and back rooms.
- 20×Sling bulletsAmmunition for the sling.
Purse
- 24×Gold piecesLoose coins kept for bribes, meals, and emergency travel.
Appearance
Tavik K'anchay is a lean wood elf with warm brown skin, long black hair cut to the jaw and tied back with a faded red cord. His clothes are carefully maintained despite their plainness, with every buckle polished and every pocket positioned for quick access. His hands are the first thing people notice, narrow-fingered and unusually steady, with darkened fingertips, fine calluses across the palms, and small nicks around the nails from years of locks, blades, and wire. He wears supple leather armor beneath a weatherproof green cloak, and keeps a bright copper coin tucked behind one ear as a private good-luck charm.
Mannerisms
Tavik checks the nearest exit before sitting, rolls a coin across his knuckles while thinking, and politely compliments the craftsmanship of locks he intends to defeat. He rarely raises his voice, even during a threat.
Personality
Tavik is observant, dryly funny, and unfailingly courteous until someone uses authority to exploit the helpless. He treats every room as a puzzle, every conversation as a negotiation, and every promise as a knot that must be tied correctly. Beneath his practiced calm is a fierce tenderness for ordinary people caught beneath institutions they cannot fight alone.
Ideals
Freedom. No law deserves obedience merely because it is written down. People should be judged by the harm they prevent and the help they give, not by the permissions of powerful strangers.
Bonds
I still owe protection to the families who sheltered me after my first theft, and I will never allow the magistrate's network to prey on them again.
Flaws
I cannot leave a lock unopened or a crooked official unchallenged, even when doing so would be wiser. I also keep score of every favor, including the ones people never asked me to repay.
Quirks
Background
Tavik K'anchay was born among wood elves who guarded a highland road where mountain traders, pilgrims, and smugglers crossed beneath the cloud forests. His mother taught him the patient work of knotting harnesses and repairing climbing gear, while his older cousins taught him which travelers were dangerous and which officials could be bought. Tavik learned early that the law often protected whoever could afford to write it. When a magistrate seized his family's caravan yard over a fabricated debt, Tavik answered by opening the magistrate's private strongbox and distributing its contents among the families he had ruined. The act made him a fugitive, but it also made him useful.
“Tavik learned early that the law often protected whoever could afford to write it.”
- Background
- Criminal
Connections
Species
Elf
Media
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