Sahir Shessa
Sahir Shessa
Sheet
AC 18 · HP 11 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
13 featuresBonus action
- Lay on HandsLevel 1
When A creature within reach needs healing or has the Poisoned condition.
As a Bonus Action, restore up to 5 Hit Points to a touched creature, or spend 5 points to remove the Poisoned condition. The healing pool refreshes after a Long Rest.
Always on
- Longsword Sap
When You hit a creature with the longsword.
When you hit with a weapon, you can use the longsword's Sap mastery to give the target Disadvantage on its next attack roll before the start of your next turn.
- Javelin Slow
When You hit a creature with a javelin.
When you hit with a weapon, you can use the javelin's Slow mastery to reduce the target's Speed by 10 feet until the start of your next turn.
- Savage Attacker
When You hit with a weapon attack.
When attacking with a weapon, roll the weapon's damage dice twice and use either total, adding modifiers as normal. You can use this once per turn.
- SpellcastingLevel 1
You can cast Paladin spells. Charisma is your spellcasting ability, and you can use a Holy Symbol as a spellcasting focus. At level 1, you can prepare two level 1 Paladin spells and have two level 1 spell slots.
- Weapon MasteryLevel 1
You have learned the mastery properties of selected weapons. You can use the mastery properties of the longsword and javelin.
- Creature TypeHumanHumanoid.
- SizeHumanMedium.
- SpeedHuman30 feet.
- ResourcefulHumanYou gain Heroic Inspiration whenever you finish a Long Rest.
- SkillfulHumanYou gain proficiency in one skill of your choice, chosen here as Perception.
- VersatileHumanYou gain an Origin feat of your choice, chosen here as Alert.
- Military TrainingSoldier
You have military training and can find the insignia, rank, customs, and chain of command of a military organization. You can identify military installations and understand the basic discipline expected by soldiers. At the DM's discretion, you can secure assistance from members of a military organization when your service is recognized.
Spells
2 spellsSpellcasting. Sahir Shessa casts with Charisma (spell save DC 12, to hit with spell attacks).
1st level (2 slots): ,
Gear
14 itemsWeapons
- LongswordMartial melee weapon, 1d8 slashing damage, Versatile 1d10, Sap mastery.
- 6×JavelinThrown weapon, 1d6 piercing damage, range 30/120, Slow mastery.
- SpearSimple melee weapon, 1d6 piercing damage, Versatile 1d8, Sap mastery.
- ShortbowSimple ranged weapon, 1d6 piercing damage, range 80/320, Vex mastery.
Armor
- Chain MailHeavy armor that sets base Armor Class to 16.
- ShieldA shield that grants a +2 bonus to Armor Class.
Gear
- Holy SymbolA symbol used as a divine focus for Paladin spells.
- Priest's PackContains a backpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- 20×ArrowsAmmunition for the shortbow.
- Dice SetA set of gaming dice used for recreation and gambling.
- Healer's KitStabilizes a creature at 0 Hit Points and can restore 1 Hit Point when used as an action.
- QuiverHolds the character's arrows.
- Traveler's ClothesDurable everyday clothing suitable for travel.
Purse
- 14×Gold PiecesStarting currency from the Soldier background.
Appearance
Sahir Shessa is a lean, broad-shouldered human man with weathered bronze skin, vivid green eyes, and medium-length dark brown hair usually tied loosely at the nape. His face is angular, with a strong jaw and slightly prominent front teeth that show whenever he eats, grins, or laughs. He wears practical chain mail beneath a dark blue surcoat, keeps his shield close at hand, and carries himself like someone still trying to remember how a knight is supposed to stand. His most noticeable habit is checking the small iron ring around his left thumb whenever he is uncertain, turning it once, twice, then stopping as if embarrassed to have been caught.
Mannerisms
Sahir stands at ease only when he is deliberately trying to look relaxed. He checks his iron thumb ring before difficult conversations, counts his breaths before drawing his sword, and performs small fragments of marching drills whenever he is tired or anxious. When he laughs, he covers his mouth a moment too late, suddenly conscious of his prominent front teeth.
Personality
Sahir is quick to smile, slow to trust, and incapable of ignoring someone being bullied by a stronger person. He presents himself as casual and irreverent, but watches every doorway and remembers every insignia. He wants companionship badly, though he disguises that need beneath teasing, bravado, and an insistence that he works better alone.
Ideals
Freedom. No crown, temple, or commander has the right to decide what a life is worth. If I become a knight, it will be because I choose to serve, not because I was made obedient.
Bonds
He owes his life to Nasiya and will protect the helpless in her name. He is hunting the warlord responsible for her death, though he knows vengeance may consume the future he wants. He has no family name, so he has chosen Shessa for himself, intending to build a house whose reputation begins with his own deeds.
Flaws
He mistakes personal vengeance for justice and becomes reckless when confronted with signs of the warlord's influence. He distrusts institutions that demand obedience without earning loyalty, which may sabotage his chance to enter the knighthood. He also has a deep fear that, without an enemy to pursue, he will discover there is nothing underneath his anger.
Quirks
Background
Sahir remembers almost nothing of his family. The earliest clear memory he possesses is of smoke rolling through a ruined border village and a boy's hand dragging him beneath a collapsed wagon. He was seven, feverish, and too weak to cry. The person who saved him was a wandering shrine-keeper named Nasiya, who carried him to safety, fed him from her own dwindling stores, and taught him that survival was not the same as living. Years later, Nasiya was murdered by the warlord whose soldiers had destroyed the village. Sahir arrived too late to save her, but found the iron ring she wore among the ashes. He has worn it ever since.
“The earliest clear memory he possesses is of smoke rolling through a ruined border village and a boy's hand dragging him beneath a collapsed wagon.”
- Background
- Soldier
Connections
Species
Human
Media
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