Shesh Qarash
Shesh Qarash
Sheet
AC 16 · HP 39 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
17 featuresAction
- Extra AttackLevel 5
You can take two attacks, instead of one, whenever you take the Attack action on your turn.
Bonus action
- Second WindLevel 1
You can regain hit points as a Bonus Action. You can use this feature twice, and regain one expended use after a Short Rest and all expended uses after a Long Rest. At level 5, you regain 2d10 + 1 hit points when using it.
- TraitDragonbornBreath Weapon, as a Bonus Action, exhale poison in a 15-foot Cone or 30-foot Line that is 5 feet wide. Creatures in the area make a DC 14 Dexterity saving throw, taking 1d10 Poison damage on a failed save or half damage on a success. The weapon can be used twice per Long Rest.
- TraitDragonbornDraconic Flight, beginning at level 5, as a Bonus Action you can sprout spectral wings and gain a Fly Speed equal to your Speed for 10 minutes. You can use this once per Long Rest.
Always on
- Push
When Hit a creature with a weapon attack using a Push weapon
When you hit a creature with a weapon attack, you can push it up to 10 feet away from you if it is Large or smaller and you are using a weapon with the Push mastery property.
- Sap
When Hit a creature with a weapon attack using a Sap weapon
When you hit a creature with a weapon attack, that creature has Disadvantage on its next attack roll before the start of your next turn.
- Savage Attacker
When Hit a target with a weapon attack
Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either result.
- Fighting StyleLevel 1
You gain a Fighting Style feat of your choice. Shesh Qarash uses the Defense Fighting Style, gaining a +1 bonus to Armor Class while wearing armor.
- Weapon MasteryLevel 1
You can use the mastery properties of two kinds of Simple or Martial weapons of your choice. Shesh Qarash commonly uses the Push mastery with his greatsword and the Sap mastery with his flail.
- Action SurgeLevel 2
Once per Short or Long Rest, you can take one additional action on your turn, except for the Magic action. You can use it twice between rests at level 5, but only once on the same turn.
- Tactical MindLevel 2
When you fail an ability check, you can expend a use of Second Wind to add 1d10 to the check, potentially turning failure into success. If the check still fails, the use is not expended.
- Champion: Improved CriticalLevel 3
You can score a Critical Hit on a roll of 19 or 20 on the d20 when making an attack with a weapon or Unarmed Strike.
- Ability Score ImprovementLevel 4
At level 4, you gain an Ability Score Improvement feat or another feat for which you qualify. Shesh Qarash takes the Great Weapon Master feat, gaining its applicable benefits with heavy weapons and increasing Strength by 1, from 14 to 15 before the final score array is applied. The provided final scores already include all selected increases.
- TraitDragonbornDraconic Ancestry, Green dragon ancestry grants Poison damage resistance and determines the character's breath weapon damage type.
- TraitDragonbornDamage Resistance, you have Resistance to Poison damage.
- TraitDragonbornDarkvision, you can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light, but darkness appears as shades of gray.
- Military RankSoldier
You have served in a military organization and can find food, shelter, and basic aid for yourself and your companions among soldiers and former soldiers. You also recognize military ranks, insignia, and customs, and can secure temporary lodging in a military encampment or fortress when such hospitality is available.
Gear
11 itemsWeapons
- GreatswordMartial heavy weapon, damage 2d6 slashing.
- FlailMartial weapon, damage 1d8 bludgeoning.
- 8×JavelinSimple thrown weapons, damage 1d6 piercing each.
Armor
- Chain MailHeavy armor providing AC 16 before other modifiers.
Tools
- Gaming SetA set of weighted knucklebones used for gambling with soldiers.
- Land VehiclesPractical experience driving wagons, carts, and other land vehicles.
Gear
- Dungeoneer's PackContains a backpack, bedroll, mess kit, tinderbox, torches, and rations.
- Insignia of RankA small military badge bearing the colors of his former unit.
- Trophy from a Fallen EnemyA token taken from a defeated enemy, kept as a reminder of the cost of war.
- Common ClothesPlain, durable clothing suitable for travel and camp life.
Purse
- 10×Gold PiecesCoin kept in a small belt pouch.
Appearance
Shesh Qarash is a broad-shouldered male dragonborn with muted brass scales darkened at the joints by years of dust, rain, and campfire smoke. His horns sweep back close to the skull, and a narrow ridge of scales runs from his brow to the base of his neck. He keeps his armor meticulously maintained, but his hands are permanently roughened by reins, weapon hafts, and field repairs. Within a minute of meeting him, most people notice that he studies exits, windows, and the hands of everyone nearby before looking at their faces. His voice is low and dry, with a faint sibilant rasp when he is tired.
Mannerisms
He checks the tension of his weapon straps whenever conversation becomes uncertain. When receiving instructions, he repeats the essential details in a clipped whisper, then gives a single nod. He rarely sits with his back to a door.
Personality
Shesh is deliberate, observant, and difficult to rattle. He speaks plainly, dislikes theatrical displays of courage, and offers practical help before emotional reassurance. Beneath his stern discipline is a strong protective instinct. He remembers the names of cooks, stable hands, servants, and camp followers long after forgetting the names of decorated officers.
Ideals
Order. Rules are promises made visible. A law that protects the powerless deserves obedience, while authority that abandons them deserves scrutiny.
Bonds
He carries the stamped insignia of the commander who abandoned his unit, and intends to deliver it to the families of the soldiers who died under that command.
Flaws
He obeys clear orders even when his instincts tell him the person giving them is unworthy, then broods over the consequences afterward. He is also slow to forgive cowardice, especially when it is disguised as cleverness.
Quirks
Background
Shesh Qarash was hatched in a caravan settlement where dragonborn families guarded the eastern roads and escorted salt, grain, and iron between rival cities. He learned early that a road survived not through heroics, but through watches kept in the rain, wheels repaired before dawn, and orders understood the first time. When raiders began testing the caravans, Shesh enlisted with the border infantry, bringing with him a disciplined eye, a powerful frame, and a patient willingness to stand where others preferred not to. His service ended after a disastrous retreat through a flooded ravine. Shesh held a collapsing bridge long enough for his unit to escape, but his commander abandoned the wounded and falsified the report to conceal the failure. Shesh kept the commander's stamped insignia as proof and left the army rather than swear to a lie. He now works as a wandering soldier and troubleshooter, seeking contracts that have clear terms and leaders whose orders protect the people beneath them. He does not consider himself a rebel. He considers himself loyal to the purpose of law, rather than to every person who claims authority.
“His service ended after a disastrous retreat through a flooded ravine.”
- Background
- Soldier
Connections
Species
Dragonborn
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