Sheshin
Sheshin
Sheet
AC 11 · HP 28 · 35 ft.Saving throws
Skills
- Animal HandlingWIS
- AthleticsSTR
- InsightWIS
- InvestigationINT
- NatureINT
- PerceptionWIS
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
18 featuresAction
- Ensnaring Strike
When After hitting a creature with a weapon attack
As an Action, command a creature affected by the spell to make a Strength saving throw. On a failure, it is restrained by magical vines for the duration.
Bonus action
- Favored Enemy Mark
When Bonus Action
As a Bonus Action, mark a creature you can see within 90 feet as your Favored Enemy for 1 minute. The first time you hit it on each of your turns, you deal an extra 1d6 damage.
- Hunter's Mark
When Bonus Action
As a Bonus Action, cast Hunter's Mark on a creature you can see within range, concentrating for up to 1 hour.
- Favored EnemyLevel 1
You have advantage on saving throws to avoid or end the Charmed condition. You can also use a Bonus Action to mark one creature you can see within 90 feet as your Favored Enemy for 1 minute. The first time on each of your turns that you hit the marked creature, the attack deals an extra 1d6 damage. You can use this feature a number of times equal to your Proficiency Bonus, and regain all expended uses when you finish a Long Rest. You always have Hunter's Mark prepared, and can cast it twice without a spell slot per Long Rest.
Always on
- Colossus Slayer
When When you hit a wounded creature with a weapon attack
When you hit a creature missing any hit points, deal an extra 1d8 weapon damage once per turn.
- Deft ExplorerLevel 1
You gain Expertise in one skill in which you are proficient. You also learn two languages of your choice or gain proficiency with two tools of your choice. Sheshin has Expertise in Survival and knows Sylvan and Goblin.
- Fighting Style: ArcheryLevel 2
You adopt Archery as your Fighting Style, gaining a +2 bonus to attack rolls with ranged weapons.
- SpellcastingLevel 2
You can prepare and cast Ranger spells using Wisdom as your spellcasting ability. You have three 1st-level spell slots.
- Ranger Subclass: HunterLevel 3
You gain the Hunter subclass and its features.
- Hunter's LoreLevel 3
You gain special insight into your Favored Enemy. When you deal damage to a creature marked by Hunter's Mark, you learn whether it has any damage immunities, resistances, or vulnerabilities, and if so, what they are.
- Hunter's Prey: Colossus SlayerLevel 3
Once per turn when you hit a creature with a weapon attack, if that creature is missing any of its hit points, the attack deals an extra 1d8 damage.
- Creature TypeElfHumanoid.
- DarkvisionElfYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- Elven LineageElfWood Elf. Your Speed is 35 feet, you know the Druidcraft cantrip, and at character level 3 you can cast Longstrider once per Long Rest without a spell slot. Wisdom is your spellcasting ability for these lineage spells.
- Fey AncestryElfYou have advantage on saving throws you make to avoid or end the Charmed condition.
- Keen SensesElfYou have proficiency in Insight.
- TranceElfYou do not need to sleep, magic cannot put you to sleep, and you can finish a Long Rest in 4 hours through trancelike meditation.
- ToughOutlander
Tough. Sheshin's hit point maximum increases by 2 for each character level.
Spells
5 spellsSpellcasting. Sheshin casts with Wisdom (spell save DC 10, to hit with spell attacks).
1st level (3 slots): , , , ,
Gear
8 itemsWeapons
- 2×ShortswordA versatile martial melee weapon with a leaf-shaped blade.
- ShortbowA compact bow suited to hunting from concealment.
Armor
- Leather armorLight armor made from dark green treated hide, reinforced at the shoulders and ribs.
Tools
- Bone fluteA simple bone flute marked with the trail signs of Sheshin's community.
Gear
- 20×ArrowsAmmunition for the shortbow.
- QuiverA container for carrying arrows.
- Explorer's packA pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, rope, and other travel necessities.
- Outlander equipment packageA hunting trap, a walking staff, a winter blanket, a set of traveler's clothes, and a pouch containing 10 GP.
Appearance
Sheshin is a lean, long-limbed wood elf with weathered bronze skin, pale gray-green eyes, and straight black hair usually bound with a strip of red cloth. Fine silver scars cross the backs of both hands, remnants of a winter spent crawling through thorn country. Their clothing is practical and muted, made from layered green and brown fabrics, with a gray-green cloak designed to break up their silhouette among trees and stone. A shortbow rests across their back, while a hunting knife and two worn shortswords hang at their hips.
Mannerisms
Sheshin pauses before entering any doorway, quietly checks the wind whenever a conversation becomes tense, and addresses animals as though they are respected colleagues. When thinking, they rub the silver scars on the backs of their hands.
Personality
Quietly attentive and difficult to surprise, Sheshin speaks with deliberate precision and dislikes wasting words. They are patient with frightened travelers, children, and animals, but have little sympathy for people who treat the wilderness as a resource rather than a living place. Beneath their reserved manner is a dry, understated humor that appears at the least expected moments.
Ideals
The wild is not lawless. It has rules older than kingdoms, and those who ignore them eventually pay the price.
Bonds
I carry a hand-drawn map of my homeland, and I will protect every person who travels across it.
Flaws
I assume every promise has a hidden cost, and I sometimes abandon useful alliances before anyone has a chance to betray me.
Quirks
Background
Sheshin grew up among a scattered wood elf community that moved between high valleys, old cedar groves, and abandoned watchposts rather than living in a single permanent settlement. Their people survived by reading weather, animal trails, and the subtle changes in birdsong that warned of danger. Sheshin learned early that the wilderness was not empty. It was a living network of paths, memories, and obligations, and every careless footprint could endanger someone who came after. When a band of hunters vanished during a season of unnatural silence, Sheshin followed their trail beyond the familiar ridges and discovered signs of a creature that had been driving predators and travelers alike from the region. The creature was never found, but Sheshin returned with a map of forgotten trails and a conviction that threats do not remain contained simply because civilized people refuse to look beyond their walls. They became a ranger, carrying the lessons of the road with them, and now travel from settlement to settlement, guiding the lost, hunting dangerous creatures, and searching for the source of the silence that still sometimes follows them.
“Their people survived by reading weather, animal trails, and the subtle changes in birdsong that warned of danger.”
- Background
- Outlander
Connections
Species
Elf
Media
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