Sheshi Morikawa
Sheshi Morikawa
Sheet
AC 14 · HP 51 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
15 featuresAction
- Cunning ActionLevel 2
When Bonus action on your turn
As a bonus action, Dash, Disengage, or Hide.
Bonus action
- Fast Hands
When Bonus action on your turn
As a bonus action through Cunning Action, use thieves' tools to open a lock or disarm a trap, make a Dexterity check, or use an object.
Reaction
- Uncanny DodgeLevel 5
When A visible attacker hits you
As a reaction after being hit by an attack you can see, halve the attack's damage.
Always on
- Sneak AttackLevel 1
When Once per turn when you hit with a qualifying attack
Add 3d6 damage once per turn when attacking with advantage or when an enemy of the target is adjacent, using a finesse or ranged weapon and without disadvantage.
- Second-Story Work
When Whenever climbing or making a running jump
Climb without spending extra movement, and add your Dexterity modifier to the distance of running jumps.
- Thieves' CantLevel 1
You gain proficiency with thieves' tools. You also learn Thieves' Cant, a secret mix of dialect, code, and signs used by rogues.
- ExpertiseLevel 1
You gain proficiency with the disguise kit and thieves' tools. You also gain expertise in two proficient skills or tools. Sheshi has expertise in Sleight of Hand and Stealth.
- Roguish Archetype, ThiefLevel 3
You gain proficiency in the Thief archetype. Fast Hands allows you to use Cunning Action to make a Dexterity check with thieves' tools, disarm a trap or open a lock, or use an object. Second-Story Work lets you climb without extra movement and increases the distance of running jumps by your Dexterity modifier.
- Ability Score ImprovementLevel 4
At 4th level, you increase two ability scores by 2, or one by 2 and another by 1. Sheshi increased Dexterity by 2 and Charisma by 1, applying the increases to her base scores after her species bonuses.
- LuckyHalflingWhen you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
- BraveHalflingYou have advantage on saving throws against being frightened.
- Halfling NimblenessHalflingYou can move through the space of any creature that is at least one size larger than you.
- Naturally StealthyHalflingYou can attempt to hide even when obscured only by a creature at least one size larger than you.
- Lightfoot Ability Score IncreaseHalflingYour Dexterity increases by 2 and your Charisma increases by 1.
- City SecretsUrchin
You know the secret patterns and shortcuts of urban settlements, allowing you to find passages through cities that others would miss. You can move twice as fast through a city when not in combat, and you can always find a place to hide, rest, or secure your companions in a city, unless doing so would directly endanger you.
Gear
11 itemsWeapons
- RapierA balanced one-handed finesse weapon used for close defense and precise strikes.
- Hand crossbowA compact ranged weapon with a shoulder sling and 20 bolts.
- 2×DaggerA small knife useful for food preparation, field dressing, and emergencies.
Armor
- Leather armorLight protective armor made from supple, darkened leather, carefully repaired many times.
Tools
- Thieves' toolsA compact set of lockpicks, wires, files, and tension tools.
- Disguise kitA disguise kit containing cosmetics, hairpieces, clothing scraps, and small theatrical accessories.
Gear
- 20×Crossbow boltStandard ammunition for the hand crossbow.
- Burglar's packA sturdy dark green hooded cloak.
- Burglar's pack contentsIncludes a backpack, 1,000 ball bearings, 10 feet of string, a bell, five candles, a crowbar, a hammer, 10 pitons, a hooded lantern, two flasks of oil, five days of rations, tinderbox, and a waterskin.
- Token from childhoodA small keepsake from her childhood, carried as a reminder of the children she could not save.
Purse
- 10×Gold piecesCoins saved from careful thefts, odd jobs, and recovered valuables.
Appearance
Sheshi is a small, sturdy Lightfoot halfling woman with sun-browned skin, dark hazel eyes, and thick black hair usually tied beneath a patched green scarf. Her clothes are practical layers of mended wool and softened leather, deliberately cut loose enough for climbing and quick movement. A faded blue child's mitten is stitched inside her left sleeve, the one possession she refuses to replace. Within a minute of meeting her, people notice that her eyes are always moving, checking doors, windows, hands, and the faces of younger people before settling on whoever is speaking.
Mannerisms
Sheshi lowers her voice when discussing danger, even in an empty room. She counts exits under her breath, taps two fingers against her wrist before making a plan, and crouches or sits on the floor when speaking with children so she does not tower over them.
Personality
Sheshi is watchful, practical, and unexpectedly gentle. She speaks plainly, dislikes waste, and treats every problem as something that can be divided into smaller tasks. Around adults she is guarded and dryly humorous, but around children she becomes patient, playful, and inventive, turning lessons in traps and tracking into games. She rarely sits with her back to a door and finds it easier to show affection through repaired clothing, shared food, and quietly standing watch.
Ideals
Safety is a right, not a reward. The strong should make room for the vulnerable, and every child deserves the skills and knowledge to defend themselves.
Bonds
The children of the mausoleum are her family. She will risk almost anything to keep them fed, warm, educated, and beyond the reach of abusers. She also keeps a careful map of the ruined city, believing the orphanage survivors and other lost children may still be found.
Flaws
She assumes every authority figure is one bad day away from becoming cruel, and she can sabotage useful cooperation by refusing to trust anyone with power. When frightened, she becomes controlling and secretive, hiding shortages, injuries, or difficult news so the children will not worry. She is also capable of taking foolish risks when she sees an abused child or an endangered innocent.
Quirks
Background
Sheshi grew up in a crowded city orphanage where being small was useful, being quiet was safer, and knowing which kitchens threw out edible food mattered more than knowing the calendar. She learned to slip through half-latched windows, lift purses from careless merchants, and read the moods of adults before they reached for a strap. Her halfling nimbleness made her a good runner, but it was her habit of noticing what others overlooked that kept her and several younger children alive. When dragons attacked the city, the orphanage became a place of smoke, panic, and open doors. While people fled and looters searched for anything worth taking, Sheshi led a handful of children through drainage paths and abandoned service roads into the forest. There they found an ancient, empty mausoleum built from thick stone and iron. Mostly underground and impossible to burn, it became their refuge, then their home. Sheshi organized foraging parties, learned to hunt, and turned every passage and heavy door into part of a defensive plan. Years later, the mausoleum shelters a growing family of abandoned and displaced children. Sheshi steals only from those who can bear the loss, hunts when the forest permits it, and teaches every child how to hide, climb, recognize danger, and run toward safety. She became a rogue not for the thrill of taking things, but because stealth, patience, and quick hands are the tools she trusts when the vulnerable need protection. Her greatest fear is that safety will become an excuse to stop looking outward.
“She learned to slip through half-latched windows, lift purses from careless merchants, and read the moods of adults before they reached for a strap.”
- Background
- Urchin
Connections
Species
Halfling
Media
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