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Shashur Vezh - AI-generated fantasy Character

Shashur Vezh

Mountain Dwarf · Other · Level 20 · Artisan

Shashur Vezh

Gruff, observant, and unexpectedly tender toward people who are tired, injured, or pretending not to be.
AC18
HP184/184
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 184 · 30 ft.
AlignmentNeutral GoodGenderMaleAge184 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • NatureINT
  • PerceptionWIS
  • PersuasionCHA
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Heavy armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Improvised weapons

Tools

Leatherworker's tools,
Smith's tools,
Tinker's tools

Languages

Common,
Dwarvish,
Giant

Features

28 features

Action

  • Master of the War HarnessLevel 20

    When When taking the Attack action

    Take the Attack action three times with a weapon, and once per turn on a hit force a target within reach to make a DC 17 Strength saving throw or be pushed 10 feet or knocked Prone.

  • Extra AttackLevel 5

    You can attack twice, instead of once, whenever you take the Attack action on your turn.

Bonus action

  • Practical ExpertiseLevel 3

    When On your turn

    Use the Utilize action as a Bonus Action.

  • Iron NerveLevel 13

    You have Advantage on saving throws against being Frightened. You can also end the Frightened condition on yourself as a Bonus Action once per Short or Long Rest.

Reaction

  • Protection

    When When a creature within 5 feet is attacked

    Impose Disadvantage on an attack against a creature within 5 feet of you while wielding a shield.

  • Stubborn SurvivalLevel 9

    When When you fail a saving throw

    Reroll a failed saving throw, using the new result.

Always on

  • Veteran ArmorerLevel 1

    You are a seasoned field armorer and veteran adventurer. You gain proficiency with light, medium, and heavy armor, shields, simple weapons, martial weapons, smith's tools, leatherworker's tools, and tinker's tools. Your Hit Die is a d10.

  • Battle-Hardened TrainingLevel 1

    You can use Strength or Constitution for the attack and damage rolls of a weapon you wield, provided the weapon lacks the Finesse property. You also gain proficiency in two skills from Athletics, History, Investigation, Perception, Persuasion, Survival, and Intimidation.

  • Fighting StyleLevel 2

    You gain a Fighting Style feat. Shashur has the Defense Fighting Style, granting a +1 bonus to Armor Class while wearing armor.

  • Ability Score ImprovementLevel 4

    You gain an Ability Score Improvement feat or another feat for which you qualify.

  • Veteran's Critical EyeLevel 6

    Your weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

  • Master CraftsmanshipLevel 7

    You gain proficiency in one additional skill and one additional artisan's tool. Your proficiency bonus is doubled for checks made with leatherworker's tools and smith's tools.

  • Ability Score ImprovementLevel 8

    You gain an Ability Score Improvement feat or another feat for which you qualify.

  • Second Fighting StyleLevel 10

    You gain a second Fighting Style feat. Shashur chooses Protection, allowing him to use his Reaction to impose Disadvantage on an attack roll against a creature within 5 feet of him while he is wielding a Shield.

  • Improved Critical StrikeLevel 11

    Your weapon attacks deal one additional weapon damage die on a critical hit.

  • Ability Score ImprovementLevel 12

    You gain an Ability Score Improvement feat or another feat for which you qualify.

  • Hard-Won LessonsLevel 14

    You gain proficiency in one saving throw of your choice. You also gain an Ability Score Improvement feat or another feat for which you qualify.

  • Always Another PlanLevel 15

    When you roll Initiative and have no uses of Stubborn Survival remaining, you regain one use.

  • Ability Score ImprovementLevel 16

    You gain an Ability Score Improvement feat or another feat for which you qualify.

  • Refuse the GraveLevel 17

    When you use Stubborn Survival, you can choose to turn the rerolled saving throw into a success. Once you do so, you cannot use this benefit again until you finish a Long Rest.

  • Ability Score ImprovementLevel 18

    You gain an Ability Score Improvement feat or another feat for which you qualify.

  • Legendary ResilienceLevel 19

    You gain proficiency in all saving throws.

  • TraitMountain DwarfDarkvision, allowing you to see in dim light within 120 feet as if it were bright light and in darkness as if it were dim light.
  • TraitMountain DwarfDwarven Resilience, granting Advantage on saving throws to avoid or end the Poisoned condition and resistance to Poison damage.
  • TraitMountain DwarfDwarven Toughness, increasing your Hit Point maximum by 1 per character level.
  • TraitMountain DwarfStonecunning, allowing you to sense vibrations through stone and gain Tremorsense for a limited duration while standing on a stone surface.
  • TraitMountain DwarfDwarven lineage magic, granting access to select divine spells associated with the Dwarven gods, though Shashur has no spellcasting class and cannot cast them through this character build.
  • CrafterArtisan

    You gain the Crafter Origin feat. You are proficient with three artisan's tools of your choice and can craft mundane items at reduced cost and increased speed, subject to the normal 2024 rules for the feat and crafting.

Gear

10 items

Weapons

  • Warhammer
    A broad-headed warhammer used both in battle and at the forge
  • Heavy crossbow
    A heavy crossbow with 20 bolts

Armor

  • Chain mail
    A suit of chain mail maintained with wax, oil, and countless replacement links
  • Shield
    A reinforced steel shield covered in patched black leather

Tools

  • Leatherworker's tools
    A set of leatherworker's tools
  • Smith's tools
    A set of smith's tools
  • Tinker's tools
    A set of tinker's tools
  • Armorer's repair kit
    A whetstone, awl, stitching kit, measuring cord, oil flasks, and spare buckles

Gear

  • Burglar's pack
    A sturdy pack containing bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin

Purse

  • 15×
    Gold pieces
    A purse containing 15 gp from the Artisan background

Appearance

A broad, chubby mountain dwarf with a weathered face, thick dark beard braided with small brass rings, and a flattened nose that has been broken twice. His skin is ruddy from forge heat and cold passes. He wears scarred chain mail beneath a heavy leather apron, with a reinforced shoulder guard of his own design. His fingers are permanently stained with dye, oil, and soot, and his left ear is missing its upper rim.

Mannerisms

Shashur rubs his beard when thinking, tests every chair before sitting, and taps armor twice with one knuckle before trusting it. He speaks in a low rasp, often pauses to listen to buckles and hinges, and calls poorly maintained weapons "optimistic."

Personality

Gruff, observant, and unexpectedly tender toward people who are tired, injured, or pretending not to be. Shashur gives practical advice instead of comfort, then quietly leaves the needed tool, meal, or repaired strap beside the person he helped. He distrusts grand speeches but respects anyone who keeps showing up.

Ideals

Duty. A craftsperson's first obligation is to make sure the thing works when it matters. Reputation comes after survival, and beauty comes after both.

Bonds

The battered shield of his former adventuring company hangs from his pack. He refuses to let its last owner's name be forgotten, and he will risk himself to protect apprentices, caravan guards, and other people who were given poor equipment by wealthy employers.

Flaws

He assumes anyone with clean hands is either inexperienced or lying. He hoards useful scraps, refuses to discard broken equipment, and becomes dangerously stubborn when someone criticizes a design he has spent more than a day making.

Quirks

Names every important piece of armor after the person it saved.
Keeps a ledger of broken buckles and the lessons each one taught him.
Sniffs leather before buying it and becomes offended when merchants use poor tanning methods.
Sleeps with one hand resting on his repair kit.
Will not enter a dungeon until he has inspected everyone's footwear.

Background

Shashur Vezh was born in a dwarf hold where every family kept a forge, a tannery, or a brewery. His clan worked leather for miners and soldiers, making harnesses, tool belts, shield straps, and the flexible joints that let heavy armor move without tearing its wearer apart. Shashur learned early that good armor was not merely metal. It was the smell of waxed hide, the patience to stitch a seam twice, and the judgment to know which part of a person needed protection most. In his middle years, Shashur left the hold with a band of adventurers and spent nearly three decades repairing equipment in places where ordinary craftsmen would never willingly go. He crossed plague roads, haunted ruins, and siege lines, eventually becoming the group's armorer and reluctant quartermaster. Their final expedition ended beneath a collapsed fortress, where Shashur held a passage long enough for three companions to escape. He survived with a ruined knee, a broken shield arm, and a permanent distrust of heroic plans that begin with the phrase, "It should be simple." Now he travels again, not because he misses glory, but because too many young adventurers still buy decorative armor from merchants who have never been hit by anything heavier than a tavern chair. Shashur outfits dangerous people, repairs what they break, and quietly keeps a spare set of leathers for anyone who reminds him of the friends he could not bring home.

“Shashur learned early that good armor was not merely metal.”
From their backstory
Background
Artisan

Connections

Species

Mountain Dwarf

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