Seshith Quispe
Seshith Quispe
Sheet
AC 19 · HP 108 · 30 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
23 featuresReaction
- Defensive Command
When A creature within 5 feet of the Steel Defender is attacked
Command the Steel Defender to move and use its reaction to impose disadvantage on an attack against a creature within 5 feet of it.
- Steel DefenderLevel 3
Constructs a Steel Defender that acts on Seshith's initiative, uses a reaction to impose disadvantage on an attack against a creature within 5 feet, and can attack using Force-Empowered Rend.
Always on
- Extra AttackLevel 5
When Take the Attack action
Make two weapon attacks with a weapon held in hand.
- Arcane JoltLevel 9
When Seshith or the Steel Defender hits with a magic weapon attack
Deal 2d6 extra force damage with a magic weapon attack or heal a creature within 30 feet for 2d6 plus 5 hit points.
- Magical TinkeringLevel 1
When Touch a Tiny nonmagical object
Cause a Tiny object to glow, record a message, emit an odor, or display a visual effect.
- SpellcastingLevel 1
Can cast artificer spells using Intelligence as the spellcasting ability. Seshith has three cantrips known and prepares twelve artificer spells.
- Infuse ItemLevel 2
Learns four magical infusions and can maintain two infused items.
- The Right Tool for the JobLevel 3
Gains proficiency with thieves' tools and can create a set of artisan's tools in one hour, even without possessing them.
- Tool ExpertiseLevel 6
Doubles proficiency bonus for any ability check made using a tool with which Seshith is proficient.
- Magic Item AdeptLevel 10
Gains an additional attunement slot, allowing attunement to four magic items.
- Magic Item SavantLevel 14
Can attune to five magic items and ignores all class, race, spell, and level requirements when attuning to or using magic items.
- Ability Score ImprovementLevel 4
Seshith has increased Intelligence from three Ability Score Improvements, raising Intelligence from 14 to 20.
- Ability Score ImprovementLevel 8
Seshith gains an additional Ability Score Improvement, raising Intelligence from 18 to 20.
- Ability Score ImprovementLevel 12
Seshith gains an additional Ability Score Improvement, used to raise Intelligence from 16 to 18.
- Battle ReadyLevel 3
Gains proficiency with martial weapons, can use Intelligence instead of Strength or Dexterity for a magic weapon's attack and damage rolls, and creates a Steel Defender.
- Improved DefenderLevel 15
The Steel Defender gains a bonus to its Armor Class equal to Seshith's Intelligence modifier, its Force-Empowered Rend deals 1d8 + 3 force damage, and Arcane Jolt deals 2d6 plus Seshith's Intelligence modifier for healing.
- Expert ForgeryKenkuKenku have advantage on checks made to produce exact copies of writing or craftwork.
- Kenku TrainingKenkuProficiency in two of Acrobatics, Deception, Stealth, and Sleight of Hand. Seshith chose Stealth and Sleight of Hand.
- MimicryKenkuKenku can mimic sounds they have heard, with a successful Wisdom (Insight) check by a listener revealing the imitation.
- LanguagesKenkuCommon and Auran.
- SpeedKenku30 feet.
- TraitKenkuKenku lack the ability to fly and cannot use wings for sustained flight.
- Guild MembershipGuild Artisan
As a member of a guild, Seshith can secure lodging, food, and basic assistance from fellow guild members, and can call upon the guild's influence when pursuing professional or commercial matters.
Spells
23 spellsSpellcasting. Seshith Quispe casts with Intelligence (spell save DC 18, to hit with spell attacks).
Cantrips (at will): , ,
1st level (4 slots): , , ,
2nd level (3 slots): , , , , ,
3rd level (3 slots): , , , ,
4th level (2 slots): , , , ,
5th level (1 slot): no spells
Gear
14 itemsWeapons
- 2×Light HammerA light hammer used for armor work and combat.
- Hand CrossbowA hand crossbow with 20 bolts.
Armor
- Scale MailScale mail armor, Armor Class 14 plus up to 2 from Dexterity.
- ShieldA shield bearing the copper-and-teal mark of Seshith's guild.
Tools
- Thieves' ToolsThieves' tools for locks, traps, and delicate mechanisms.
- Smith's ToolsA set of artisan's tools, chosen as smith's tools for the Battle Smith subclass.
Gear
- Scholar's PackA scholar's pack containing a backpack, books, ink, parchment, and writing supplies.
- Fine ClothesA set of fine clothes appropriate for guild negotiations.
- Guild Letter of IntroductionA guild membership letter and identification papers.
- 8×Known InfusionsBattle Smith infusion options known: Enhanced Defense, Enhanced Arcane Focus, Enhanced Weapon, Replicate Magic Item, Homunculus Servant, Radiant Weapon, Repeating Shot, and Resistant Armor.
- 4×Active Infusion CapacityUp to four of Seshith's known infusions can be active at once.
- Steel DefenderA construct companion assembled from salvaged armor plates and caravan mechanisms. Its statistics are Steel Defender, with Seshith's proficiency bonus of +5.
Purse
- 15×CoinA pouch containing 15 gp from the artificer starting equipment.
- 15×CoinA pouch containing 15 gp from the Guild Artisan background.
Appearance
Seshith is a lean, charcoal-feathered kenku with pale silver markings around the eyes and a narrow band of rust-red feathers across the throat. Their plumage is carefully maintained, though several primary feathers are tipped with copper dust from years of workshop labor. They wear reinforced scale armor beneath a soot-dark leather apron, with a compact shield fitted with brass hinges and a repeating crossbow-like mechanism. Their satchel is crowded with labeled components, tiny tools, folded diagrams, and polished fragments of colored glass.
Mannerisms
Seshith tilts their head sharply when listening, taps metal objects in rhythmic patterns while thinking, and answers important questions by selecting a precise borrowed voice. When angry, they become unnervingly quiet and repeat the other person's last words in a softer, clearer imitation.
Personality
Seshith is observant, wry, and intensely practical. They show affection by repairing equipment, remembering the exact sound of someone's footsteps, and quietly placing useful objects within reach. They dislike grand speeches but have a talent for making one perfectly timed imitation expose a liar.
Ideals
Invention should widen people's choices, not narrow them. The best craft protects the vulnerable and leaves the maker humble enough to repair mistakes.
Bonds
The missing guild caravan and the unfinished steel guardian built from its wreckage are both sacred to Seshith. They will find the saboteurs and recover the guild's stolen designs.
Flaws
Seshith cannot leave a broken mechanism, damaged construct, or suspicious piece of evidence alone, even when doing so would be wiser. They distrust officials who value a clean reputation over an honest investigation, and their habit of replaying stolen voices can unsettle allies and make diplomacy difficult.
Quirks
Background
Seshith was raised among the highland workshops of a traveling kenku makers' guild, where every craftsperson learned to listen before speaking. Their earliest teacher was an elderly locksmith who communicated almost entirely through borrowed sounds, and Seshith learned to distinguish a tool's proper use from the scrape, click, hiss, or chime it made in practiced hands. They became fascinated by artificers who could place intention into metal, wood, and crystal, and eventually apprenticed to a master armorer whose work supplied caravans crossing dangerous mountain passes. When a guild caravan disappeared after accepting protection from a supposedly respectable mercenary company, Seshith found evidence that the armor and weapons had been deliberately sabotaged. The guild elders wanted the matter settled quietly, but Seshith refused to let the dead become an accounting error. They rebuilt a damaged steel guardian from the caravan's broken equipment and set out to uncover who ordered the sabotage. Their investigations led them into adventuring, where every ruin is a workshop, every enemy leaves behind useful evidence, and every rescued traveler is a possible witness. Seshith fights to protect ordinary people from those who treat invention as permission to control others.
“The guild elders wanted the matter settled quietly, but Seshith refused to let the dead become an accounting error.”
- Background
- Guild Artisan
Connections
Species
Kenku
Media
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