Shesira Sayegh
Shesira Sayegh
Sheet
AC 12 · HP 20 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- ArcanaINT
- AthleticsSTR
- HistoryINT
- InsightWIS
- MedicineWIS
- PerceptionWIS
- PersuasionCHA
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
13 featuresAlways on
- Heightened Spell
When When casting a spell that forces a creature to make a saving throw
Shesira can spend 3 sorcery points to impose disadvantage on a creature's saving throw against a spell she casts.
- Subtle Spell
When When casting a spell
Shesira can spend 1 sorcery point to cast a spell without verbal or somatic components.
- SpellcastingLevel 1
Shesira can cast sorcerer spells using Charisma as her spellcasting ability. She knows four cantrips and four sorcerer spells, and uses a crystal as her arcane focus.
- Wild Magic SurgeLevel 1
When Shesira casts a sorcerer spell of 1st level or higher, the DM can have her roll a d20 for a Wild Magic Surge. On a 1, she rolls on the Wild Magic Surge table.
- Tides of ChaosLevel 1
Shesira can gain advantage on one attack roll, ability check, or saving throw. Before she uses this feature again, the DM can have her roll on the Wild Magic Surge table after she casts a sorcerer spell of 1st level or higher.
- Font of MagicLevel 2
Shesira gains 3 sorcery points, which she can use to create spell slots or fuel Metamagic. She regains all expended points after a long rest.
- MetamagicLevel 3
Shesira knows two Metamagic options and can apply one option to a spell when she casts it, unless the option says otherwise.
- Metamagic OptionsLevel 3
Shesira can spend sorcery points to manipulate the form of her spells. Her chosen options are Heightened Spell and Subtle Spell.
- DarkvisionHalf-ElfShesira can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- Fey AncestryHalf-ElfShesira has advantage on saving throws against being charmed, and magic cannot put her to sleep.
- Skill VersatilityHalf-ElfShesira gains proficiency in two skills of her choice.
- LanguagesHalf-ElfShesira can speak, read, and write Common, Elvish, and one additional language.
- DiscoveryHermit
Shesira discovered a profound spiritual truth during her years of isolation, learning that wild magic is not chaos without meaning, but a living language spoken by the world and the divine.
Spells
8 spellsSpellcasting. Shesira Sayegh casts with Charisma (spell save DC 13, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (4 slots): ,
2nd level (2 slots): ,
Gear
8 itemsWeapons
- QuarterstaffA simple wooden staff used for walking, climbing, and defense.
Tools
- Herbalism kitTools for identifying, preparing, and preserving medicinal plants.
Gear
- Crystal arcane focusA faceted crystal containing a faint inner spark, used as an arcane focus.
- Explorer's packA pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, waterskin, and fifty feet of hempen rope.
- Scroll case of spiritual notesA scroll case holding prayers and observations written during Shesira's years alone.
- Winter blanketA plain winter blanket repaired many times with green thread.
- Common clothesSimple common clothing in practical woodland colors.
Purse
- 5×Gold piecesCoins given to her by the hermit shrine's rare visitors.
Appearance
Shesira is a striking half-elf woman with warm olive skin, long black hair threaded with silver-white strands, and luminous amber eyes flecked with violet when her magic stirs. Her features are fine and distinctly elven, softened by a strong human jaw and a small scar beneath her left ear. She has a wiry, athletic build shaped by years of climbing, running, and harsh wilderness training. She dresses in layered green and russet travel clothes, with a weathered blue-gray cloak and a polished crystal focus worn at her throat.
Mannerisms
Shesira studies every doorway before entering a room. She rolls her crystal focus between her fingers when thinking, speaks softly until challenged, and automatically counts nearby exits, windows, and sources of fire.
Personality
Shesira is observant, intensely self-reliant, and unexpectedly tender toward frightened people and wounded animals. She dislikes crowded rooms, loud celebrations, and anyone who claims that fate excuses cruelty. Beneath her composed beauty is a restless hunger to understand whether she was rejected by her parents or deliberately offered to the god who found her.
Ideals
The abandoned and powerless deserve a champion. Strength is not a privilege to hoard, but a duty to place between danger and those who cannot withstand it.
Bonds
Asterion saved my life, and I will uncover why my parents abandoned me. I will protect any child who is cast aside as I was.
Flaws
I cannot accept kindness without searching for the hidden price. When frightened, I become controlling, secretive, and cruelly certain that only I can keep everyone alive.
Quirks
Background
Shesira Sayegh was left beneath the roots of an ancient cedar when she was barely old enough to remember her parents' faces. They abandoned her in the deep hills during a winter storm, certain that the cold and wolves would finish what poverty and fear had begun. She survived only because a radiant figure came to her in the snow. The being called itself Asterion, the First Spark, a distant god revered in secret by sorcerers who believe all innate magic descends from one divine flame. Asterion did not raise her as a gentle child. It taught her to make fire without flint, to climb cliffs with bleeding hands, to endure hunger, and to treat every spell as both a weapon and a promise.
“They abandoned her in the deep hills during a winter storm, certain that the cold and wolves would finish what poverty and fear had begun.”
- Background
- Hermit
Connections
Species
Half-Elf
Media
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