Seshva Meskhi
Seshva Meskhi
Sheet
AC 11 · HP 9 · 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
8 featuresAlways on
- Bardic InspirationLevel 1
When As a bonus action, when one creature within 60 feet can hear Seshva
Seshva grants an ally a d6 of inspiration through a sharp lyric, ringing chord, or murmured encouragement.
- SpellcastingLevel 1
Seshva can use musical instruments or their voice as a spellcasting focus and can cast bard spells using Charisma. They know two cantrips and four 1st-level bard spells, and can replace one known bard spell whenever they gain a bard level.
- TraitElfDarkvision, Seshva can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- TraitElfKeen Senses, Seshva has proficiency in Perception.
- TraitElfFey Ancestry, Seshva has advantage on saving throws against being charmed, and magic cannot put them to sleep.
- TraitElfTrance, Seshva does not need to sleep and can finish a long rest in four hours of meditation.
- TraitElfElf Weapon Training, Seshva is proficient with longswords, shortswords, shortbows, and longbows.
- By Popular DemandEntertainer
Seshva can always find a place to perform, usually earning food, shelter, or modest assistance from admirers of their art. Common folk recognize the value of a good song and are willing to help a performer in need.
Spells
4 spellsSpellcasting. Seshva Meskhi casts with Charisma (spell save DC 13, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): ,
Gear
9 itemsWeapons
- RapierA light, finesse martial weapon suitable for dueling and performance flourishes.
- DaggerA plain dagger kept in a concealed boot sheath.
Armor
- Leather armorA light protective coat of leather reinforced beneath the shoulders and ribs.
Tools
- LuteA finely maintained lute with a warm, resonant tone and a repaired bridge.
- FluteA second musical instrument, a small reed flute decorated with geometric mountain patterns.
Gear
- Diplomat's packA compact travel pack containing clothing, provisions, writing materials, and other necessities for a diplomat and performer.
- CostumeA set of colorful stage clothes, patched and altered for travel.
- Favor from an admirerA pouch containing the small gifts, tokens, and coins usually received from appreciative audiences.
Purse
- Belt pouchA leather pouch containing 15 gp.
Appearance
Seshva is a lean, long-limbed elf with warm bronze skin, dark auburn hair worn in a loose braid, and pale gray-green eyes that seem constantly amused. Their hands are callused from years of hauling instruments, rigging temporary stages, and traveling by road. They move with a noticeable forward lean, favoring their left foot as though always about to step into a dance. A small silver bead shaped like a mountain sun hangs at the end of their braid, and their bright traveling clothes are carefully mended rather than pristine.
Mannerisms
Seshva speaks in a low, airy voice and often lets the last word of a sentence trail into a soft hum. When thinking, they tap a steady rhythm against their thumb with one fingertip. Before entering a new room, they glance upward to judge the acoustics.
Personality
Warm, quick-witted, and socially fearless, Seshva treats every stranger as a possible audience and every audience as a possible ally. They are generous with praise, suspicious of authority, and happiest when a room's mood changes because of something they said or played.
Ideals
Freedom. No ruler, guild, or wealthy patron should own the stories people tell about their own lives. Art belongs to the people who live it.
Bonds
The old caravan that raised Seshva is family, and Seshva will risk almost anything to protect its people from exploitation or violence.
Flaws
Seshva cannot resist turning a dangerous truth into a clever performance, even when silence would be safer. They also underestimate how much their own charm depends on preparation, and become defensive when caught without a song, plan, or audience.
Quirks
Background
Seshva was raised among an elven caravan that followed the high roads between forest settlements and mountain markets. Their family traded dyed cloth, preserved fruit, and stories, but Seshva learned early that a song could open doors more quickly than any family name. They became the caravan's singer, dancer, and occasional strong back for loading wagons, developing a repertoire that blended elven melodies with quick, breathy mountain chants learned from travelers crossing the Caucasus passes. During a crowded festival, Seshva improvised a performance that exposed a local magistrate's theft from the town poorhouse. The crowd laughed at first, then listened, and finally demanded justice. The magistrate's allies made it unsafe for Seshva to remain, so they left with only their instruments, a few costumes, and a promise to return when they had gathered enough influence to protect the people who had applauded them. Now they travel from settlement to settlement, performing for coin and shelter while quietly collecting rumors, debts, and songs that may one day become the foundation of a far more dangerous performance.
“Their family traded dyed cloth, preserved fruit, and stories, but Seshva learned early that a song could open doors more quickly than any family name.”
- Background
- Entertainer
Connections
Species
Elf
Media
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