Skip to content
CreatePricing
Shishui Tupan - AI-generated fantasy Character

Shishui Tupan

Halfling · Warlock (The Archfey) · Level 3 · Outlander

Shishui Tupan

Shishui is warm, observant, and disarmingly chatty once he decides someone is safe.
AC12
HP24/24
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 12 · HP 24 · 25 ft.
AlignmentChaotic GoodGenderMaleAge34 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingSTR
  • 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

One musical instrument, pan flute

Languages

Common,
Halfling,
Sylvan,
One additional language from Outlander: Orc

Features

21 features

Action

  • Fey PresenceLevel 1

    As an action, Shishui can cause each creature in a 10-foot cube originating from him to make a Wisdom saving throw. Creatures that fail are charmed or frightened by him until the end of his next turn. Once he uses this feature, he cannot use it again until he finishes a short or long rest.

Always on

  • Eldritch Blast

    When Action

    Shishui projects a beam of crackling eldritch energy at a creature within 120 feet. On a hit, it deals 1d10 force damage, plus his Charisma modifier from Agonizing Blast.

  • Disguise Self

    When Action

    Shishui briefly alters his appearance, clothing, and apparent equipment to appear as another humanoid of similar size and form.

  • Vicious Mockery

    When Action

    Shishui floods a target's mind with a cutting psychic insult. The target must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on its next attack roll before the end of its next turn.

  • Thorn Whip

    When Action

    Shishui briefly extends a spectral vine to pull a Large or smaller creature up to 10 feet closer to him on a hit.

  • Guidance

    When Action

    Shishui touches a willing creature or object, granting a d4 bonus to one ability check of its choice before the spell ends.

  • Cause Fear

    When Action

    Shishui causes a target to perceive him as a nightmarish figure. The target must make a Wisdom saving throw or become frightened of him until the end of his next turn.

  • Dissonant Whispers

    When Action

    Shishui fires a bolt of fey energy at a creature within 60 feet. On a failed Wisdom saving throw, the target is charmed or frightened for up to 1 minute, repeating the save at the end of each turn.

  • False Life

    When Action

    Shishui touches a willing creature, granting it 1d10 plus 3 temporary hit points for 1 hour.

  • Command

    When Action

    Shishui whispers a phrase that causes a creature within 60 feet to follow a reasonable command on a failed Wisdom saving throw, subject to the spell's limitations.

  • Pact MagicLevel 1

    Shishui has a supernatural pact with a powerful being. He can use Charisma as his spellcasting ability and knows two warlock cantrips and four warlock spells. His pact magic slots are restored after a short or long rest.

  • Otherworldly Patron, The ArchfeyLevel 1

    Shishui's patron is an archfey known as the Mirror of the High Pass, a distant, silver-eyed presence that speaks through reflected moonlight. He gains proficiency in the Deception and Persuasion skills, though his chosen class skills are recorded separately below.

  • Eldritch InvocationsLevel 2

    Shishui knows two eldritch invocations: Agonizing Blast, which adds his Charisma modifier to the damage of each beam of eldritch blast, and Mask of Many Faces, which lets him cast disguise self at will without expending a spell slot.

  • Pact Boon, Pact of the TomeLevel 3

    Shishui has chosen Pact of the Tome. His patron gives him a Book of Shadows containing three additional cantrips from any class. He knows guidance, thorn whip, and vicious mockery through the tome.

  • LuckyHalflingWhen Shishui rolls a 1 on the d20 for an attack roll, ability check, or saving throw, he can reroll the die and must use the new roll.
  • BraveHalflingShishui has advantage on saving throws against being frightened.
  • Halfling NimblenessHalflingShishui can move through the space of any creature that is at least one size larger than him.
  • Lightfoot Halfling, Naturally StealthyHalflingShishui can attempt to hide even when obscured only by a creature at least one size larger than him.
  • Lightfoot Halfling ability score increaseHalflingDexterity increases by 2 and Charisma increases by 1.
  • TraitHalflingAbility score increases are already applied to the listed ability scores.
  • WandererOutlander

    He has an excellent memory for maps, terrain, and landmarks, and can always recall the general layout of natural terrain, settlements, and other features around him. He can also find food and fresh water for himself and up to five other people each day, provided the land offers those resources.

Spells

4 spells

Spellcasting. Shishui Tupan casts with Charisma (spell save DC 13, to hit with spell attacks).

1st level: , , ,

2nd level (2 slots): no spells

Gear

12 items

Weapons

  • Dagger
    A simple iron-bladed dagger balanced for throwing and close defense.
  • Light crossbow
    A light crossbow with a carved wooden stock and a case of iron-tipped bolts.
  • Quarterstaff
    A sturdy wooden staff used for walking, balance, and warding off mountain predators.

Armor

  • Leather armor
    A fitted suit of supple, weathered leather armor reinforced with stitched mountain hide.

Gear

  • 20×
    Crossbow bolts
    Bolts sized for the light crossbow.
  • Arcane focus
    A polished obsidian shard mounted in copper, used as an arcane focus.
  • Scholar's pack
    A backpack containing parchment, ink, quills, small books, sand, and sealing wax.
  • Hunting trap
    A steel-jawed trap used to catch small game or deter pursuers.
  • Animal trophy
    A preserved feather, claw, and tuft of fur from a mountain predator, tied together with red cord.
  • Traveler's clothes
    Practical traveling clothes patched at the knees and hem.
  • Pouch
    A leather pouch containing starting coin.

Purse

  • 10×
    Gold pieces
    Starting currency from the Outlander background.

Appearance

A compact, broad-faced lightfoot halfling with warm brown skin, dark almond-shaped eyes, and thick black hair braided with red and ochre thread. His left ear bears a small copper ring etched with a spiral sun. He wears weathered leather armor beneath a moss-green travel cloak, and his hands are stained with ink, charcoal, and the faint blue shimmer of pact magic. His smile is quick and disarming, but his gaze often drifts toward distant horizons as though listening for someone beyond the world.

Mannerisms

He pauses before entering any new place to taste the air and study the nearest exit. When nervous, he rubs his copper ear ring with his thumb and speaks in a low, breathy murmur. He habitually thanks springs, hearths, and friendly animals aloud.

Personality

Shishui is warm, observant, and disarmingly chatty once he decides someone is safe. He collects small details about people, remembers their preferred foods, and treats every campfire as an opportunity to trade stories. Beneath his easy humor is a cautious survivor who expects promises to have hidden hooks. He is especially gentle with frightened people and especially suspicious of anyone who claims to own a road, a valley, or another person's future.

Ideals

Freedom. No road, ruler, spirit, or patron has the right to decide where a person belongs. Everyone deserves a path of their own.

Bonds

He carries a cracked copper compass that belonged to his older sister, Suma, who vanished while searching for the source of a voice heard in the high passes. Shishui believes the compass points toward her, though it often spins when his patron is near. He will risk himself to protect wandering families, lost children, and anyone abandoned on the road.

Flaws

He cannot leave a mystery alone, especially if it involves a voice, a reflection, or a missing traveler. He also hides serious fear behind jokes and false confidence, sometimes making dangerous promises before he has considered the cost.

Quirks

He gives names to particularly dangerous trails and refuses to insult them aloud.
He leaves the first bite of every meal on a flat stone for unseen spirits.
He counts steps in groups of seven when anxious.
He collects unusual buttons, buckles, and bits of colored glass from places he visits.
He sleeps with one hand wrapped around his cracked copper compass.

Background

Shishui Tupan was born among a small halfling caravan that followed old mountain roads between isolated valleys, trading medicines, woven goods, and stories. His family taught him to read weather in the shape of clouds, recognize safe trails by the bent grass, and leave offerings beside springs before drinking. He became a capable scout and forager, small enough to move through thorn and scree without disturbing the slopes. His happiest memories are of sleeping beneath bright Andean stars while his mother sang softly in a language older than the caravan itself.

“He became a capable scout and forager, small enough to move through thorn and scree without disturbing the slopes.”
From their backstory
Background
Outlander

Connections

Species

Halfling

Media

0 images

No images yet.

Visual sheet

Turn Shishui Tupan into a sheet

A high-res, share-ready sheet you can post or print.