Shessa
Shessa
Sheet
AC 15 · HP 11 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandSTR
- StealthDEX
- SurvivalDEX
Armor
Weapons
Languages
Features
7 featuresAction
- Breath WeaponDragonbornAs an action, exhale lightning in a 5-by-30-foot line. Each creature in the area makes a DC 10 Dexterity saving throw, taking 2d6 lightning damage on a failed save, or half as much on a success. After using it, you cannot use it again until you finish a short or long rest.
Always on
- Favored EnemyLevel 1
You have advantage on Wisdom (Survival) checks to track your favored enemies, and on Intelligence checks to recall information about them. Choose two humanoid races as favored enemies, or one other creature type. Shessa's choices are humanoids: orcs and goblinoids.
- Natural ExplorerLevel 1
You are particularly familiar with one type of natural environment. When making an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you use a proficient skill. You also gain benefits while traveling for an hour or more in that terrain, including difficult-terrain benefits for your group, avoiding becoming lost except by magical means, remaining alert while doing other travel activities, moving stealthily at a normal pace alone, finding more food when foraging, and learning details about creatures you track. Shessa's favored terrain is mountains.
- Draconic AncestryDragonbornBronze dragon ancestry grants lightning damage for the breath weapon and lightning resistance.
- Damage ResistanceDragonbornResistance to lightning damage.
- LanguagesDragonbornYou can speak, read, and write Common and Draconic.
- WandererOutlander
You have an excellent memory for maps and geography, and can recall the general layout of terrain, settlements, and other features around you. You can find food and fresh water for yourself and up to five others each day, provided the land offers berries, small game, water, and similar resources.
Gear
10 itemsWeapons
- 2×ShortswordMartial melee weapon, 1d6 piercing damage, finesse, light.
- LongbowMartial ranged weapon, 1d8 piercing damage, ammunition (range 150/600), heavy, two-handed.
- StaffA sturdy walking staff used on the trail.
Armor
- Scale mailMedium armor, AC 14 plus Dexterity modifier to a maximum of 2. Wearing it imposes disadvantage on Dexterity (Stealth) checks.
Gear
- 20×ArrowsAmmunition for the longbow.
- Explorer's packA pack containing a backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, a waterskin, and 50 feet of hempen rope.
- Hunting trapA trap for catching small game or hindering a pursuer.
- Animal trophyA small trophy taken from an animal she hunted.
- Traveler's clothesWeather-worn clothing suited for travel.
- Belt pouch with 10 gpA belt pouch containing starting coin.
Appearance
Shessa is a bronze-scaled dragonborn woman with swept-back horns, amber eyes, and a narrow, alert muzzle. She walks with a light, deliberate hitch in her left step, as if always testing the ground before trusting it. Her scale mail sits a little loose at the shoulders, carefully mended with neat copper wire; a faded blue scarf is the one item she keeps meticulously clean.
Mannerisms
She pauses before crossing unfamiliar ground, then tests it with the toe of her left boot. When listening, she tips her head slightly and goes very still. She speaks plainly, with a soft hiss on her s sounds, and often points out the nearest source of water without seeming to notice she has done so.
Personality
Warm toward strangers who are tired or lost, wary of anyone who claims a place is theirs to control. She makes quick, practical decisions and prefers a risky open path to a safe-looking cage.
Ideals
A road, a spring, and a safe place to rest should not belong only to whoever can afford to bar the way.
Bonds
She carries her grandmother’s hand-drawn map of the highland trail, and is determined to make its spring and passes safe for ordinary travelers again.
Flaws
When someone uses rules or authority to keep others from necessities, she reacts before she has worked out who might pay the price for her defiance.
Quirks
Background
Shessa grew up among a small dragonborn community that tended a highland trail used by traders and herders. Her grandmother taught her to read weather in the ridgelines and to leave clear trail marks for anyone who might follow. Shessa became a capable tracker, though she never had much patience for the elders’ rule that a safe road mattered more than who controlled it. When a toll-keeper’s men began turning travelers away from a spring, Shessa led families around the blockade through a dangerous pass. The detour saved them, but the community was punished for defying the toll. Shessa left before her anger could bring worse trouble home. Now she ranges between wild country and settled roads, guiding people in need, watching who profits from a closed path, and searching for a way to reopen the old highland route without putting her kin at risk.
“Her grandmother taught her to read weather in the ridgelines and to leave clear trail marks for anyone who might follow.”
- Background
- Outlander
Connections
Species
Dragonborn
Media
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