Szeshen Varga
Szeshen Varga
Sheet
AC 17 · HP 157 · 35 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- InsightWIS
- IntimidationSTR
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
33 featuresBonus action
- Master of TacticsLevel 13
Szeshen gains the Master of Tactics feature. He can use the Help action as a bonus action, and can do so at range when aiding an ally's attack.
- Mastermind, Master of TacticsLevel 3
Szeshen can use a bonus action to Help another creature. He can also use Help at range, and the aided creature gains advantage on its next attack against a target within 30 feet of Szeshen.
Reaction
- Mastermind, MisdirectionLevel 17
As a reaction, Szeshen can redirect an attack that hits him to a creature within 5 feet of him, causing the attack to target that creature instead.
Always on
- Master of Tactics Help
When Bonus action
Szeshen makes one weapon attack with advantage if he has not yet attacked this turn, or distracts an enemy so an ally can attack with advantage.
- Precision Strike
When Action
Szeshen makes a hand crossbow or dagger attack, adding 9d6 Sneak Attack damage once per turn when eligible.
- Cunning ActionLevel 2
When Bonus action
Szeshen uses Cunning Action to Dash, Disengage, or Hide.
- Reactive Misdirection
When Reaction
Szeshen uses his reaction to halve weapon attack damage, redirect a hit to a nearby creature, or make an enemy's attack target another creature.
- Sneak Attack, 9d6Level 1
Once per turn, Szeshen deals an extra 9d6 damage when he hits with a finesse or ranged weapon attack while he has advantage, or when an eligible enemy is adjacent to one of the enemy's opponents. He must not have disadvantage on the attack.
- ExpertiseLevel 1
Szeshen has expertise in Stealth and thieves' tools. At 6th level, he also gains expertise in Perception and Deception.
- Thieves' CantLevel 1
Szeshen can communicate in a secret code used by rogues and understands thieves' cant.
- Ability Score Improvement, Crossbow ExpertLevel 4
Szeshen gains an Ability Score Improvement or feat.
- Uncanny DodgeLevel 5
Szeshen can use his reaction to halve the damage from one weapon attack that hits him.
- Additional ExpertiseLevel 6
Szeshen gains expertise in Perception and Deception. His proficiency bonus is doubled for checks using either proficiency.
- EvasionLevel 7
When Szeshen makes a Dexterity saving throw to take half damage from an effect, he instead takes no damage on a success and half damage on a failure.
- Ability Score Improvement, DexterityLevel 8
Szeshen gains an Ability Score Improvement, increasing Dexterity by 2.
- Master of IntrigueLevel 9
Szeshen gains the Master of Intrigue feature and can mimic speech, writing, and behavior after studying them.
- Ability Score Improvement, Resilient Constitution and WisdomLevel 10
Szeshen gains an Ability Score Improvement, increasing Constitution by 1 and Wisdom by 1.
- Reliable TalentLevel 11
Szeshen's proficient ability checks cannot result in a total lower than 10 on the d20 before modifiers.
- Ability Score Improvement, Dexterity and SharpshooterLevel 12
Szeshen gains an Ability Score Improvement, increasing Dexterity by 1 and taking the Sharpshooter feat.
- BlindsenseLevel 14
Szeshen gains Blindsense. If he can hear, he is aware of the location of any hidden or invisible creature within 10 feet.
- Slippery MindLevel 15
Szeshen gains proficiency in Wisdom saving throws.
- Ability Score Improvement, WisdomLevel 16
Szeshen gains an Ability Score Improvement, increasing Wisdom by 2.
- Soul of DeceitLevel 17
Szeshen gains the Soul of Deceit feature. His thoughts cannot be read by telepathy or other means unless he allows it, and he can make false statements appear truthful to magic that determines whether he is telling the truth.
- ElusiveLevel 18
No attack roll has advantage against Szeshen unless he is incapacitated.
- Stroke of LuckLevel 18
Once per short or long rest, Szeshen can turn a failed attack roll, ability check, or saving throw into a 20 on the d20.
- Mastermind, Insightful ManipulatorLevel 3
After spending 1 minute observing or interacting with a creature outside combat, Szeshen can learn whether it is his equal, superior, or inferior in two chosen aspects, such as Intelligence, class levels, or armor class. He also learns whether it knows any languages.
- TraitWood ElfDarkvision, 60 feet
- TraitWood ElfFey Ancestry, advantage on saving throws against being charmed, and magic cannot put Szeshen to sleep
- TraitWood ElfTrance, Szeshen meditates deeply for 4 hours instead of sleeping
- TraitWood ElfKeen Senses, proficiency in Perception
- TraitWood ElfFleet of Foot, walking speed is 35 feet
- TraitWood ElfMask of the Wild, Szeshen can attempt to hide when lightly obscured by natural phenomena
- City SecretsUrchin
Szeshen knows the hidden routes, alleyways, service passages, rooftops, and forgotten corners of settlements. In a city he can guide companions through places known only to beggars, smugglers, fugitives, and children who survive outdoors.
Gear
13 itemsWeapons
- 2×DaggerA narrow, balanced blade used for close work and silent defense
- Hand crossbowA compact hand crossbow with a darkened stock and reinforced loading catch
- Small knifeA plain knife with a chipped handle, useful for food, cord, and defense
Armor
- Studded leather armorStudded leather armor fitted with concealed pockets and softened metal studs
Tools
- Thieves' toolsTools for opening locks and disabling traps
- Disguise kitA reversible hood, false collar, wax, pigment, and small costume pieces for changing appearance
Gear
- 20×Crossbow boltsA case of quarrels sized for the hand crossbow
- Small token from a former lifeA small, dull brass tally token taken from the first labor camp
- Map of the local districtA crude hand-drawn map of the district where he grew up surviving
- Pet mouseA small gray mouse that travels in a ventilated pocket cage
- Memento from his parentsA folded scrap of cloth bearing the colors of his family household
- Common clothesSimple clothing altered with hidden seams and reinforced pockets
Purse
- 10×Gold piecesLoose coin collected from odd jobs and saved from his former life
Appearance
Szeshen is lean and compact, with pale olive skin, ash-brown hair worn close to the scalp, and gray-green eyes that rarely stop moving. Both of his pointed ears were crudely cut down to a rounded human length during enslavement, leaving uneven scars and a lasting sensitivity to cold wind. He wears well-maintained studded leather beneath a patched charcoal coat, keeps two narrow daggers in cross-draw sheaths, and carries a compact hand crossbow with a worn wooden stock. His movements are quiet, economical, and watchful.
Mannerisms
Szeshen angles his head whenever someone speaks, as though listening with the scars on his ears. He counts exits under his breath, checks every chair before sitting, and touches his brass tally token whenever a conversation turns toward promises or debts.
Personality
Quiet, intensely alert, and difficult to impress, Szeshen speaks with careful precision and notices practical details other people overlook. He is unexpectedly gentle with servants, street children, injured animals, and anyone who flinches when a door closes. He has a dry sense of humor that appears at the worst possible moment, usually when everyone else is trying to be solemn.
Ideals
Freedom is not a gift granted by the powerful. It is a condition people must be allowed to keep, defended one choice at a time.
Bonds
He carries a broken brass tally token from the first labor camp, and he will risk nearly anything to find other survivors from that place. He is quietly searching for the younger elf who shared his cell and vanished before the escape.
Flaws
He assumes every kindness has a hidden price, and when frightened he becomes controlling, secretive, and cruelly observant. He cannot leave a lock, ledger, or chain untouched, even when doing so would be wiser. A person who cuts another's ears, binds them, or speaks of ownership can provoke him into reckless violence.
Quirks
Background
Szeshen was born among a small woodland elven household that traded medicinal resins and dyed thread along the border roads. He remembers little of the raid that ended his childhood, only the smell of wet rope, the iron taste of blood, and his mother's fingers slipping from his. He was sold into a chain of households and work camps, where elves, half-elves, and other long-eared folk were mutilated as a matter of routine. His owner called it making them presentable. Szeshen learned to call it a warning. He survived by becoming useful in ways no overseer understood. He memorized keys, schedules, guard rotations, hidden ledgers, and the private resentments of those who held power over him. A dismissed kitchen servant taught him to palm objects, while an old caravan guard showed him how to use a hand crossbow in cramped quarters. During his escape, Szeshen manipulated three captors into blaming one another for a missing account book, then slipped through a drainage culvert with two daggers and a stolen crossbow. Years later, he has become a rogue who dismantles exploitative networks from within, freeing captives where he can and ruining the fortunes of those who treat people as property. He distrusts grand heroes, but he believes deeply in small, precise acts that give a powerless person one more choice.
“He was sold into a chain of households and work camps, where elves, half-elves, and other long-eared folk were mutilated as a matter of routine.”
- Background
- Urchin
Connections
Species
Wood Elf
Media
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