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Sahsi Adeyemi - AI-generated fantasy Character

Sahsi Adeyemi

Human · Warlock (Fiend Patron) · Level 8 · Acolyte

Sahsi Adeyemi

Sahsi is patient, observant, and quietly compassionate.
AC11
HP59/59
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 11 · HP 59 · 30 ft.
AlignmentNeutral GoodGenderWomanAge32 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons

Tools

Calligrapher's Supplies

Languages

Common,
Infernal

Features

21 features

Always on

  • Armor of Shadows

    When Any time you need protection without wearing armor.

    You can cast Mage Armor on yourself without expending a spell slot.

  • Fiendish Vigor

    When Before danger or when your Temporary Hit Points are gone.

    You can cast False Life on yourself without expending a spell slot and gain the spell's maximum Temporary Hit Points.

  • Devil's Sight

    When Whenever darkness or magical darkness limits ordinary vision.

    You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

  • Agonizing and Repelling Blast

    When When Eldritch Blast hits a creature.

    When you cast Eldritch Blast, you add your Charisma modifier to its damage rolls and can push a hit creature up to 10 feet away from you.

  • Mask of Many Faces

    When Whenever a disguise would be useful.

    You can cast Disguise Self without expending a spell slot.

  • Book of Ancient Secrets

    When When casting a ritual spell recorded in the occult book.

    You can inscribe ritual spells in your Book of Ancient Secrets and cast eligible rituals from it.

  • Pact MagicLevel 1

    You know three cantrips from the Warlock spell list and can prepare nine Warlock spells of level 1 or higher. Charisma is your spellcasting ability, and you can use an Arcane Focus as a spellcasting focus.

  • Eldritch InvocationsLevel 1

    You have six Eldritch Invocations. Chosen invocations are Agonizing Blast, Book of Ancient Secrets, Devil's Sight, Fiendish Vigor, Mask of Many Faces, and Repelling Blast.

  • Magical CunningLevel 2

    As a 1-minute esoteric rite, you can regain expended Pact Magic spell slots up to half your maximum, rounded up. Once used, this feature requires a Long Rest to recharge.

  • Fiend PatronLevel 3

    You gain the Fiend Patron subclass. Its features are listed below.

  • Ability Score ImprovementLevel 4

    You gained the War Caster feat at level 4. It improves concentration resilience, permits somatic spellcasting while holding weapons or a shield, and allows certain spells as opportunity attacks.

  • Ability Score ImprovementLevel 8

    You gained the Inspiring Leader feat at level 8. After a Short or Long Rest, you can give temporary Hit Points to creatures who can hear you and have sufficient Intelligence.

  • Dark One's BlessingLevel 3

    When you reduce an enemy to 0 Hit Points, or someone else reduces an enemy within 10 feet of you to 0 Hit Points, you gain 11 Temporary Hit Points.

  • Fiend SpellsLevel 3

    You always have Burning Hands, Command, Scorching Ray, Suggestion, Fireball, Stinking Cloud, Fire Shield, and Wall of Fire prepared through your Fiend patron.

  • Dark One's Own LuckLevel 6

    When you make an ability check or saving throw, you can add 1d10 after seeing the roll but before its effects occur. You can use this feature three times per Long Rest, no more than once per roll.

  • ResourcefulHumanAfter a Long Rest, gain Heroic Inspiration.
  • SkillfulHumanGain proficiency in one skill, Perception.
  • VersatileHumanGain one Origin feat for which you qualify, represented here by Magic Initiate (Cleric) from the Acolyte background.
  • SizeHumanMedium.
  • SpeedHuman30 feet.
  • Magic Initiate (Cleric)Acolyte

    Sahsi can perform religious rites and receive modest support from temples and religious communities that share her faith or respect her former service. She also possesses the Magic Initiate (Cleric) Origin feat, granting two cleric cantrips and one prepared level 1 cleric spell.

Spells

24 spells

Spellcasting. Sahsi Adeyemi casts with Charisma (spell save DC 14, to hit with spell attacks).

Cantrips (at will): , , , , , ,

1st level: , , , , , ,

2nd level: , , ,

3rd level: , , ,

4th level (2 slots): ,

Gear

12 items

Weapons

  • Sickle
    A curved harvesting blade used as both a ritual implement and a weapon.
  • 2×
    Dagger
    Small blades balanced for throwing or close combat.

Armor

  • Leather Armor
    Light armor made from treated leather, reinforced at the shoulders and ribs.

Tools

  • Calligrapher's Supplies
    A set of tools for producing ornamental and religious writing.

Gear

  • Arcane Focus, Orb
    A polished black glass orb that serves as an arcane focus.
  • Book, Occult Lore
    A stitched volume containing forbidden observations, copied prayers, and corrections in Sahsi's hand.
  • Scholar's Pack
    A pack containing ordinary travel and adventuring supplies.
  • Book, Prayers
    A book of prayers from Sahsi's former shrine.
  • Holy Symbol
    A symbol of Sahsi's former faith, now wrapped in red thread.
  • 10×
    Parchment
    Clean sheets used for copying prayers, contracts, and names.
  • Robe
    A simple ceremonial garment worn beneath armor.

Purse

  • 23×
    Gold Pieces
    Loose coin remaining from her temple service.

Appearance

Sahsi is a lean human with deep brown skin, close-cropped black hair, and a narrow face softened by an unexpectedly gentle smile. Her eyes are dark and watchful, with a faint ember-red reflection visible only in firelight. She wears a weathered acolyte's robe beneath fitted leather armor, its hems carefully repaired with red thread. Her voice is low, breathy, and ordinarily measured, but when frightened or angry, each word catches on a dry hiss before she regains control. She walks with a slight forward lean, as though listening for footsteps just beyond the room, and becomes unnervingly still when concentrating.

Mannerisms

Sahsi pauses before answering questions, inhaling softly through her nose as if testing the air for smoke. She traces invisible letters on her thumb when thinking and lowers her voice rather than raising it when threatened.

Personality

Sahsi is patient, observant, and quietly compassionate. She asks practical questions before offering comfort, remembers the names of the dead, and treats frightened people with the same careful attention she gives sacred texts. Her humor is dry and often arrives several seconds after everyone else has stopped expecting it. She distrusts displays of certainty, especially her own.

Ideals

Mercy must be chosen deliberately. Power is not proof of righteousness, and no being, divine or infernal, deserves obedience merely because it can punish disobedience.

Bonds

The ruined riverside shrine is still home to frightened refugees and abandoned children. Sahsi will risk almost anything to keep Uzarash from finding them.

Flaws

Sahsi believes she can outsmart any bargain if she is careful enough. She hides dangerous information from allies, edits the truth when frightened, and has an unhealthy willingness to accept personal suffering if it might spare someone else.

Quirks

She keeps a private ledger of every person she has helped, including the date and the exact words they used when they thanked her.
She refuses to step over written names, even if they are scratched into mud or ash.
When someone lies to her, she tilts her head slightly and repeats one harmless word from their sentence.
She gives every dangerous object a polite name before storing it.
She hums fragments of funeral hymns while preparing spells.

Background

Sahsi was raised in a riverside shrine where the priests taught that every prayer was a thread tying the living to the dead. She became a careful keeper of names, funeral rites, and sacred manuscripts, known more for listening than preaching. During a season of drought, a sealed reliquary was brought to the shrine by desperate pilgrims. Its contents were not holy. They were a fragment of black glass and a voice that answered prayers before they were spoken. When the shrine's elders refused to destroy the relic, Sahsi tried to bargain with the voice herself. She asked for rain, offering only a promise that she would carry its first command into the world. Rain came that night, but so did a fire beneath the temple floor. The voice belonged to a pit fiend called Uzarash, who claimed the shrine's founders had owed him a debt. Sahsi escaped with the prayer book, the black glass, and a pact she has spent three years twisting toward mercy. She now hunts the names of everyone bound to Uzarash, hoping to break the old contract before the fiend can collect.

“She became a careful keeper of names, funeral rites, and sacred manuscripts, known more for listening than preaching.”
From their backstory
Background
Acolyte

Connections

Species

Human

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