Sesha Rumi
Sesha Rumi
Sheet
AC 13 · HP 9 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
16 featuresAction
- Fey PresenceLevel 1
As an action, Jinx can force each creature in a 10-foot cube originating from her to make a Wisdom saving throw against her warlock spell save DC. On a failure, a creature is charmed or frightened by her choice until the end of her next turn. Once she uses this feature, she cannot use it again until she finishes a short or long rest.
Always on
- Eldritch Blast
When A creature within 120 feet is a viable target.
Jinx releases a flicker of eldritch force at a creature within 120 feet. She makes a ranged spell attack, dealing 1d10 force damage on a hit.
- Minor Illusion
When She wants to distract, misdirect, conceal, or create a small sensory trick.
Jinx creates a harmless sensory effect, such as a whisper, spark, faint odor, or fleeting image, within 30 feet.
- Hex
When A creature within 30 feet is chosen as her target.
Jinx curses a creature within 30 feet. Until the spell ends, she deals an extra 1d6 necrotic damage to the target whenever she hits it with an attack, and the target has disadvantage on ability checks using one ability of her choice.
- Silent Image
When She needs a convincing visual or auditory distraction.
Jinx creates a distracting sound or image at a point within 30 feet. The illusion lasts for up to 1 minute with concentration and can be used to lure creatures or hide her movements.
- Otherworldly Patron, The ArchfeyLevel 1
Jinx has entered a pact with an Archfey patron. Her patron grants her occult magic and the Fey Presence feature.
- Pact MagicLevel 1
Jinx can cast warlock spells using her patron's magic. She knows two cantrips and two 1st-level warlock spells. She regains her expended spell slot after a short or long rest.
- Ability Score IncreaseGnomeIntelligence increases by 2.
- AgeGnomeGnomes mature at the same rate as humans, and most live 350 to almost 500 years.
- AlignmentGnomeGnomes are usually good, but individual gnomes may follow any alignment.
- SizeGnomeSmall.
- SpeedGnome25 feet.
- DarkvisionGnomeJinx can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, although she sees darkness in shades of gray.
- Gnome CunningGnomeJinx has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
- LanguagesGnomeCommon and Gnomish.
- Criminal ContactCriminal
Jinx has a reliable contact among criminals and knows how to obtain information through the underworld. She understands the signals, customs, and quiet arrangements that allow criminal networks to function.
Spells
4 spellsSpellcasting. Sesha Rumi casts with Charisma (spell save DC 10, to hit with spell attacks).
Cantrips (at will): ,
1st level (1 slot): ,
Gear
10 itemsWeapons
- Light crossbowA light crossbow suitable for ranged attacks.
Armor
- Leather armorLight protective armor made from cured leather.
Tools
- Gaming setA set of weighted gaming dice used for gambling and coded meetings.
- Thieves' toolsTools for opening locks and disabling mechanical traps.
Gear
- 20×Crossbow boltsAmmunition for the light crossbow.
- Component pouchA leather component pouch used to provide non-costly spell components.
- Dungeoneer's packA pack containing a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- CrowbarA small crowbar useful for prying, forcing, and improvised leverage.
- Dark common clothes with hoodA set of dark common clothes with a hood.
Purse
- 15×Gold piecesA small pouch containing starting currency from the criminal background.
Appearance
Jinx is a small, wiry forest gnome woman with russet-brown skin, sharp green eyes, and cropped black hair threaded with copper beads. Her long pointed ears are decorated with mismatched silver studs, and a thin scar cuts through her left eyebrow. She favors a battered leather coat over practical traveling clothes, with hidden pockets sewn into nearly every seam. A black iron ring etched with faintly glowing runes hangs from a cord around her neck, serving as her arcane focus.
Mannerisms
Jinx keeps one hand moving whenever she talks, shuffling coins, tracing invisible runes, or tapping out rhythms against her wrist. She tilts her head when lying, smiles wider when threatened, and addresses locked doors as though they are stubborn children.
Personality
Jinx is sharp-tongued, quick-witted, and constantly alert. She thrives on danger, improvisation, and the thrill of escaping with something she absolutely should not have. She masks fear with humor, hides intelligence behind mischief, and treats every problem like a puzzle she can cheat her way through. She is charming, reckless, and impossible to pin down, but fiercely protective of the few people who earn her trust.
Ideals
Control. The world belongs to whoever understands its rules well enough to break them without being caught. Mercy is a luxury, but leverage is permanent.
Bonds
Zira Runeveil once hid Jinx from a ruthless criminal syndicate, and Jinx has sworn that no one will ever use Zira as leverage against her. She also keeps the iron ring that began her pact, terrified that losing it would mean losing the only power that has ever made the world hesitate before crushing her.
Flaws
Jinx cannot resist cheating when an honest solution would work just as well. She assumes every kindness hides a hook, and when frightened she becomes cruelly funny, mocking the danger instead of admitting that she is afraid. Her pact has also left her with a dangerous confidence that luck will always bend her way one more time.
Quirks
Background
Sesha Rumi, called Jinx by nearly everyone who has met her twice, was raised in a forest gnome caravan that drifted between market towns, border villages, and places where honest merchants preferred not to ask questions. Her nimble hands made her useful early. She learned to open locks before she could read, to palm coins during card games, and to make a guard remember seeing someone who had never been there. The caravan taught her that small people survive by being overlooked, and that every rule has a seam where it can be pulled apart. Her luck changed during a burglary in Berreft. Jinx broke into a sealed counting house expecting ledgers and silver, but found an iron ring resting inside a warded coffer. When she touched it, the room seemed to fold into a moonlit forest, and a beautiful, terrible presence offered her an escape in exchange for a promise she did not fully understand. She accepted before the guards arrived. Since then, subtle glamour and impossible coincidences have followed her, along with debts owed to a patron from the Feywild. Jinx now moves through Berreft as a thief, fixer, and occasional accomplice, using every shadow, lie, and scrap of magic to build a life no one else can control. Zira Runeveil is the closest she has ever come to trusting someone, which makes Zira both her greatest weakness and the one person Jinx would ruin kingdoms to protect.
“The caravan taught her that small people survive by being overlooked, and that every rule has a seam where it can be pulled apart.”
- Background
- Criminal
Connections
Species
Gnome
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