Sheshan Adeyemi
Sheshan Adeyemi
Sheet
AC 15 · HP 131 · 40 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
32 featuresAction
- Intimidating PresenceLevel 10
When Action
As an action, Sheshan can frighten a creature within 30 feet with a contested Intimidation check. The effect lasts up to 1 minute.
- Zealous PresenceLevel 10
When Action
As an action, Sheshan can frighten up to ten creatures within 60 feet with a Wisdom saving throw. Once used, this can be used again after a long rest.
- Extra AttackLevel 5
You can make one additional attack whenever you take the Attack action on your turn.
- Brutal CriticalLevel 11
You can make a third weapon attack whenever you take the Attack action on your turn.
- Healing HandsAasimarAs an action, you can touch a creature and restore hit points equal to your level. Once used, you cannot use this trait again until you finish a long rest.
- Radiant SoulAasimarStarting at 3rd level, as an action you can unleash the divine energy within yourself, causing your eyes to glimmer and two luminous wings to sprout from your back. You gain a flying speed of 30 feet for 1 minute and once on each of your turns can deal extra radiant damage equal to your level when you deal damage with an attack or spell. Once used, you cannot use this trait again until you finish a long rest.
Bonus action
- RageLevel 1
When Bonus action
As a bonus action, Sheshan enters a battle trance for up to 1 minute, gaining his rage benefits and dealing bonus radiant damage once per turn.
- Radiant Soul
When Bonus action
As a bonus action, Sheshan manifests radiant wings for 1 minute, gains a flying speed of 30 feet, and deals extra radiant damage once per turn equal to his level.
Always on
- Threefold Assault
When Attack action
Sheshan attacks three times when he takes the Attack action, using his greataxe or handaxes.
- Reckless AttackLevel 2
When First attack on his turn
Sheshan can attack recklessly, gaining advantage on Strength-based melee attacks while granting attackers advantage against him.
- Healing Hands
When Action
Sheshan can touch a creature and restore hit points equal to his level. Once used, this trait cannot be used again until a long rest.
- Unarmored DefenseLevel 1
While you are not wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
- Barbarian ProficienciesLevel 1
You gain proficiency in Strength and Constitution saving throws.
- Danger SenseLevel 2
You have advantage on Dexterity saving throws against effects you can see, such as traps and spells. You do not gain this benefit while blinded, deafened, or incapacitated.
- Primal PathLevel 3
Choose the Path of the Zealot, gaining divine fury and a warrior's connection to the powers that sustain your rage.
- Divine FuryLevel 3
Once per turn while raging, the first creature you hit with a weapon attack takes an extra 1d6 + 7 radiant or necrotic damage. Sheshan normally deals radiant damage.
- Feral InstinctLevel 7
You gain advantage on initiative rolls. If you are surprised at the start of combat and are not incapacitated, you can act normally on your first turn if you enter your rage before doing anything else.
- Fast MovementLevel 5
Your speed increases by 10 feet while you are not wearing heavy armor.
- Fanatical FocusLevel 6
You can reroll a failed saving throw while raging, but must use the new result. Once used, this feature cannot be used again until you finish a long rest.
- Warrior of the GodsLevel 3
Your soul has been marked for endless battle. Spells such as raise dead do not require material components when used to restore you to life.
- Feral InstinctLevel 7
You can have advantage on initiative rolls and cannot be surprised while conscious through Feral Instinct. You also gain the benefits of Feral Instinct as described above.
- Relentless RageLevel 11
You can take a DC 10 Constitution saving throw to remain at 1 hit point when reduced to 0 hit points while raging. The DC increases by 5 each time you use this feature until you finish a short or long rest.
- Indomitable MightLevel 18
Your Strength check total cannot be lower than your Strength score when making a Strength check.
- Rage Beyond DeathLevel 14
While raging, dropping to 0 hit points does not knock you unconscious. You still make death saving throws and suffer the normal effects of taking damage while at 0 hit points. You die only if you fail three death saves, and you still die when your rage ends if you have 0 hit points.
- Brutal CriticalLevel 9
Your critical hit damage includes two additional weapon damage dice instead of one.
- DarkvisionAasimarYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
- Celestial ResistanceAasimarYou have resistance to necrotic damage and radiant damage.
- Light BearerAasimarYou know the light cantrip. Charisma is your spellcasting ability for it.
- Celestial LegacyAasimarYou can speak, read, and write Celestial. You also gain proficiency in the Light cantrip.
- Ability Score IncreaseAasimarCharisma increases by 2 and Wisdom increases by 1.
- LanguagesAasimarCommon, Celestial, and one additional language, Sylvan.
- WandererOutlander
Sheshan has an excellent memory for maps and geography. He can always recall the general layout of terrain, settlements, and natural features he has seen, and he can find food and fresh water for himself and up to five other people each day, provided the land offers such resources.
Spells
1 spellSpellcasting. Sheshan Adeyemi casts with Charisma (spell save DC 15, to hit with spell attacks).
Cantrips (at will):
Gear
10 itemsWeapons
- GreataxeA heavy two-handed battleaxe suitable for splitting shields and timber.
- 2×HandaxeLight throwing axes balanced for close combat or hunting.
- 4×JavelinFour balanced spears useful for throwing or bracing against charging creatures.
Tools
- Wooden StaffA long wooden staff used for walking, testing ground, and marking trails.
- Hunting TrapA metal snare used to catch game or restrain a careless pursuer.
Gear
- Explorer's PackA pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Trophy from a Fallen EnemyA small blue bead from the wreckage of Sheshan's childhood home.
- Traveler's ClothesRough but serviceable clothing suited to long travel through harsh country.
- Belt PouchA small leather pouch containing the wealth he saved before leaving home.
Purse
- 10×Gold PiecesStarting currency from the Outlander background.
Appearance
Sheshan is a broad-shouldered Aasimar man with deep bronze skin weathered by salt wind, high cheekbones, and pale silver hair worn in thick cords. His eyes are dark brown in ordinary light but gleam faintly gold when divine power stirs beneath his skin. A battered blue-glass pendant hangs at his throat, its cord polished almost white where his fingers worry it. His hands are heavily callused from climbing, rowing, and wielding an axe. When he enters a rage, a pair of luminous feathered wings unfold behind him, shedding warm gold light and motes like burning dust.
Mannerisms
Sheshan tilts his head toward distant sounds before answering a question. He rolls his blue-glass pendant between thumb and forefinger when thinking, and he smiles at threats with unsettling calm. During arguments, he quietly names nearby exits and sources of water.
Personality
Sheshan is direct, observant, and unexpectedly patient with people who are frightened. He prefers practical kindness to grand speeches, but once someone abuses power, his patience burns away completely. He laughs loudly at bad weather, sleeps lightly, and treats every journey as a conversation with the land.
Ideals
Freedom. No law, prophecy, god, or chieftain owns a person's will. The strong should break chains, not forge them for others.
Bonds
He carries the blue-glass pendant recovered from his destroyed home. He will risk almost anything to protect displaced families, refugees, and children caught between stronger powers.
Flaws
He mistakes restraint for cowardice and often escalates a manageable conflict because backing down feels like betrayal. Sheshan is also suspicious of organized religion, yet secretly craves approval from the celestial presence that fuels his rage.
Quirks
Background
Sheshan was born in a cliffside fishing settlement where his mother read the tides and his father guided caravans along the coast. The family believed his celestial blood came from a distant ancestor who had once defended travelers from raiders, but Sheshan grew up treating that story as a curiosity rather than a calling. He learned the practical holiness of the wild instead: how to sleep beneath rain, follow stars through cloud, and tell safe water from water that would kill a man slowly. When a warband burned his settlement, Sheshan survived by leading a group of children through a ravine no map recorded. In the years that followed, he became an outrider, guide, and monster hunter, eventually swearing himself to a fierce celestial power that answered prayer with battle rather than comfort. He travels now because roads gather trouble, and trouble gives him a chance to decide who deserves protection. He is no saint. He distrusts laws, temples, and anyone who claims that destiny excuses cruelty, including the radiant voice that sometimes speaks through his own anger.
“When a warband burned his settlement, Sheshan survived by leading a group of children through a ravine no map recorded.”
- Background
- Outlander
Connections
Species
Aasimar
Media
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