Shesho
Shesho
Sheet
AC 16 · HP 39 · 35 ft.Saving throws
Skills
- Animal HandlingWIS
- AthleticsSTR
- InsightWIS
- IntimidationCHA
- InvestigationINT
- NatureINT
- PerceptionWIS
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
21 featuresAction
- Attack
When When taking the Attack action
Make two attacks with a weapon or unarmed strike.
- Extra AttackLevel 5
You can attack twice instead of once whenever you take the Attack action on your turn.
Bonus action
- Hunter's Mark
When When choosing a creature within range
Mark a creature as your quarry. The mark deals extra damage on attacks and helps you track the target.
Always on
- Colossus Slayer
When When hitting a wounded creature with a weapon attack
Deal an additional 1d8 damage once per turn against a creature that is below its Hit Point maximum.
- Weapon MasteryLevel 1
When When attacking with a mastered weapon
Use a longbow, scimitar, shortsword, or spear with its mastery property.
- Favored EnemyLevel 1
You always have Hunter's Mark prepared. You can cast it without a spell slot a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest. You can also cast it with spell slots. When cast this way, the spell's duration can last up to 10 minutes without Concentration.
- SpellcastingLevel 1
You can cast Ranger spells using Wisdom as your spellcasting ability. You have six prepared Ranger spells and regain all expended spell slots when you finish a Long Rest.
- Deft ExplorerLevel 2
You gain Expertise in Survival and learn two additional languages. You also gain a climbing speed equal to your Speed and can move across nonmagical difficult terrain without extra movement.
- Fighting StyleLevel 2
You gain the Archery Fighting Style, granting a +2 bonus to attack rolls you make with ranged weapons.
- Ranger SubclassLevel 3
You gain the Hunter subclass and its Hunter's Lore and Hunter's Prey features.
- Hunter's Lore and Hunter's PreyLevel 3
Hunter's Lore lets you know whether a creature you can see has any Immunities, Resistances, or Vulnerabilities. Hunter's Prey, chosen as Colossus Slayer, deals an extra 1d8 damage once per turn when you hit a creature with a weapon attack and it is below its Hit Point maximum.
- Ability Score ImprovementLevel 4
You gain the Ability Score Improvement feat. This character's final ability scores already include the selected improvements.
- TraitElfHumanoid creature type
- TraitElfMedium size
- TraitElf30-foot Speed
- TraitElfDarkvision out to 60 feet
- Wood Elf Elven LineageElfDruidcraft cantrip, Longstrider at character level 3, Pass without Trace at character level 5, with Intelligence chosen as the spellcasting ability for these lineage spells
- TraitElfAdvantage on saving throws to avoid or end the Charmed condition
- TraitElfProficiency in Insight from Keen Senses
- TraitElfTrance, allowing a Long Rest in 4 hours of conscious meditation and preventing magical sleep
- Savage AttackerSoldier
Savage Attacker. Once per turn when Shesho hits with a weapon, he can roll the weapon's damage dice twice and use either result.
Spells
10 spellsSpellcasting. Shesho casts with Wisdom (spell save DC 11, to hit with spell attacks).
Cantrips (at will): ,
1st level (4 slots): , , , , , ,
2nd level (2 slots):
Gear
16 itemsWeapons
- ScimitarA curved martial blade worn at the right hip.
- ShortswordA short straight blade worn at the left hip.
- LongbowA golden recurve longbow with a reinforced grip.
- SpearA simple thrusting weapon from his militia issue.
- ShortbowA compact backup bow from his military kit.
Armor
- Studded Leather ArmorLight armor made from layered, lacquered leather, adapted into Shesho's white-and-blue hunter's coat.
Tools
- Gaming Set, DiceA set of carved bone gaming dice used by his former unit.
Gear
- 20×ArrowsAmmunition for the longbow.
- 2×QuiverA second ammunition container from his soldier's kit.
- Druidic Focus, Sprig of MistletoeA small carved piece of icy wood used as a druidic focus.
- Explorer's PackA pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- 20×ArrowsA second bundle of bow ammunition.
- Healer's KitBandages, salves, and basic medical instruments.
- Traveler's ClothesWhite-and-blue travel clothing bearing subtle woven military patterns.
Purse
- 14×Gold PiecesUnspent starting currency from the Soldier background.
- 7×Gold PiecesUnspent starting currency from the Ranger's starting package.
Appearance
Shesho is a lean, athletic mixed-skinned elf male with short curly black hair, dark brown alert eyes, and a quietly defiant expression. He stands with an economical, soldierly posture and tends to occupy more space than he realizes, especially when watching a doorway or surveying a trail. His broad, expressive smile reveals slightly prominent upper incisors, and he chews thoughtfully with his jaw angled to one side when concentrating. He wears a long snow-white and blue hunter's coat with intricate woven patterns, a small shoulder capelet, fitted leather bracers, sturdy travel boots, and a pointed white leather tricorn-style hat with subtle horn-like spikes. A golden recurve longbow rests in his hand, paired curved blades hang at his belt, and a carved icy focus is tied near his collar. Blue tracking sigils and snow-like motes gather around his arrows when he invokes his magic.
Mannerisms
Shesho traces invisible lines over maps and tabletops with one finger while thinking. He checks every window, roofline, and patch of shadow when entering a room. Before loosing an arrow, he rolls it once between his fingers and whispers the name of a color. When eating, he braces his elbow on the table and works his jaw to one side in a habit everyone notices within minutes.
Personality
Quietly defiant, observant, and intensely practical, Shesho speaks in short sentences until a subject touches on maps, military history, painting, or winter magic. He is protective without being gentle about it, offering useful advice instead of comfort. He has a dry sense of humor and an artist's eye for composition, often judging a battlefield by how its lines and colors will control movement.
Ideals
Protection. A weapon is not proof of authority. It is a promise that someone weaker will get to see another morning.
Bonds
The white-and-blue banner of his ruined border company is sewn into the lining of his coat. He will risk almost anything to recover the names of the soldiers and civilians who vanished during the retreat. He also sends a portion of every reward to the surviving families who still live beneath the northern watchtowers.
Flaws
He mistakes silence for agreement and often gives orders before realizing that nobody appointed him leader. He is quick to judge people who have never served in danger, sometimes reducing complicated choices to cowardice or courage. When embarrassed, he becomes needlessly formal and refuses help until exhaustion makes the decision for him.
Quirks
Background
Shesho was raised among an elven border community where old trail songs were painted onto strips of white cloth and hung between the trees during winter. His family kept maps, memorial banners, and hunting records for travelers crossing the high passes. He learned to read a landscape as both an artist and a tracker, noticing the subtle difference between wind-bent grass, a fox's passage, and the disciplined march of soldiers. When war reached the passes, the local militia conscripted him before he had finished his apprenticeship. He became a scout, messenger, and archer, valued less for his strength than for his patience and unnerving memory for terrain.
“His family kept maps, memorial banners, and hunting records for travelers crossing the high passes.”
- Background
- Soldier
Connections
Species
Elf
Media
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