Shassir Haddath
Shassir Haddath
Sheet
AC 18 · HP 12 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalCHA
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
8 featuresAction
- Lay on HandsLevel 1
As an action, Shassir can touch a creature and restore a total number of hit points equal to 5 times their paladin level, dividing the healing among targets as desired. This pool replenishes after a long rest. Shassir can instead expend 5 points to cure one disease or neutralize one poison affecting the target.
Always on
- Divine SenseLevel 1
Shassir's divine sense allows them to detect the location of any celestial, fiend, or undead within 60 feet that is not behind total cover. They can use this feature a number of times equal to 1 plus their Charisma modifier, regaining all uses after a long rest.
- TraitAasimarDarkvision, able to see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- TraitAasimarCelestial Resistance, resistance to necrotic damage and radiant damage.
- TraitAasimarHealing Hands, restore hit points equal to your level once per long rest by touch.
- TraitAasimarLight Bearer, know the light cantrip, using Charisma as the spellcasting ability.
- TraitAasimarCelestial heritage, speak Common and Celestial.
- WandererOutlander
Shassir has an excellent memory for maps, terrain, and landmarks, and can find food and fresh water for themselves and up to five other people each day, provided the land offers such resources. They are also accustomed to life far from settled roads and towns.
Spells
1 spellSpellcasting. Shassir Haddath casts with Charisma ( to hit with spell attacks).
Cantrips (at will):
Gear
11 itemsWeapons
- LongswordA finely balanced martial sword used with a shield or in one hand.
- 5×JavelinLight throwing spears suitable for ranged attacks.
Armor
- ShieldA sturdy shield bearing a simple silver starburst.
- Chain mailProtective metal armor providing a base AC of 16.
Tools
- Bone fluteA carved bone flute learned during years of caravan travel.
Gear
- Priest's packA pack containing a blanket, ten torches, a tinderbox, ten days of rations, a waterskin, and other basic travel supplies.
- Caravan trophyA preserved strip of red-dyed cloth taken from the wreckage of the family caravan.
- Hunting trapA compact steel trap used for hunting small game or securing a campsite.
- Traveler's clothesA plain traveler's outfit suited to desert roads and rough camps.
- PouchA leather pouch containing starting coin.
Purse
- 10×Gold piecesStarting currency.
Appearance
Shassir is a lean, broad-shouldered aasimar with warm brown skin, dark hair threaded with silver, and pale amber eyes that seem to catch light even in shadow. A faint, luminous mark shaped like a narrow crescent rests beneath the left eye. Their face is weathered by sun, dust, and long travel, but their expression is composed and attentive. They wear newly maintained chain mail beneath a sand-colored cloak, with a polished shield bearing a simple silver starburst.
Mannerisms
Shassir speaks softly and precisely, often pausing to study the horizon before answering. When entering a new place, they instinctively note exits, water sources, and the position of the sun. They polish their shield before sleeping, even when exhausted.
Personality
Quietly observant and patient, Shassir treats strangers with practical kindness rather than easy warmth. They are more comfortable sharing a watch beside a campfire than making a speech in a crowded hall. Once trust is earned, their dry humor and fierce loyalty become impossible to miss.
Ideals
Protection. The worth of a sacred gift is measured by who survives because it was used, not by how brightly it shines.
Bonds
The scattered survivors of the caravan are Shassir's family, and they will risk almost anything to find those who vanished after the raid.
Flaws
Shassir is slow to forgive betrayal, especially when someone abandons people who depend on them. They also distrust comfortable certainty and may keep traveling long after rest, friendship, or good sense would tell them to stay.
Quirks
Background
Shassir was born beneath a hard white sun in a caravan settlement where travelers measured distance by wells, ruined mileposts, and the color of the evening sky. Their aasimar heritage first revealed itself during a sandstorm, when a pale radiance gathered around their hands and guided a lost child back to the caravan. The elders called it a blessing. Shassir regarded it as a responsibility, one that demanded more than prayer or good intentions. Years later, raiders attacked the caravan while Shassir was away scouting a mountain pass. Returning to find wagons broken and families scattered, Shassir swore an oath beside the cold campfire, not to avenge every wrong with blood, but to stand between the helpless and those who preyed upon them. A traveling priest recognized the conviction in that vow and brought Shassir to a temple where they learned the discipline of the paladin. Now Shassir follows old roads and uncertain rumors, carrying a shield marked with a silver starburst, seeking the missing survivors of that caravan and testing whether their inherited light can become a source of protection rather than pride.
“Shassir regarded it as a responsibility, one that demanded more than prayer or good intentions.”
- Background
- Outlander
Connections
Species
Aasimar
Media
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