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Seshassa Ardan - AI-generated fantasy Character

Seshassa Ardan

Dragonborn · Warlock 13, Rogue 7 (The Hexblade) · Level 20 · Noble

Seshassa Ardan

Seshassa is gracious, observant, and unfailingly composed in public.
AC17
HP163/163
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 17 · HP 163 · 30 ft.
AlignmentChaotic GoodGenderFemaleAge38 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords,
Whips,
Revolvers, if firearms are permitted by the Dungeon Master

Tools

Thieves' tools,
Disguise kit,
Dragonchess set

Languages

Common,
Draconic,
Thieves' Cant

Features

43 features

Bonus action

  • Cunning ActionLevel 2

    When On your turn when repositioning or escaping is necessary.

    As a bonus action, use Cunning Action to Dash, Disengage, or Hide.

  • Hexblade's CurseLevel 1

    You can use Charisma instead of Strength or Dexterity for attack and damage rolls with your chosen pact weapon. You can hex a creature as a bonus action, gaining advantage against it and extra damage against it for 1 minute, with limited uses between rests.

  • Accursed SpecterLevel 6

    You can choose a creature within 60 feet as a bonus action. For 1 minute, your pact weapon deals extra necrotic damage to it, scores a critical hit on a 19 or 20, and grants temporary hit points when the target dies.

Reaction

  • Uncanny DodgeLevel 5

    When When an attack deals significant damage.

    As a reaction, halve the damage from an attack that hits her and that she can see.

Always on

  • Pact Whip Strike

    When When an enemy is within whip reach and no other enemy is adjacent to distract from the attack.

    Make a melee weapon attack with the pact whip against a creature within reach. Add Charisma to the attack and damage rolls, plus any applicable Hexblade's Curse damage and Sneak Attack damage.

  • Silver Cylinder

    When When a target is within the revolver's range and ammunition is available.

    Make a ranged firearm attack with the revolver. With Extra Attack from Thirsting Blade, make two attacks when taking the Attack action with the pact weapon, subject to firearm and ammunition rules.

  • Eldritch Blast

    When When a ranged magical attack is preferable to weapon combat.

    Cast eldritch blast, making four beams, each using the +11 spell attack bonus and dealing 1d10+5 force damage on a hit.

  • Hex WarriorLevel 1

    You gain proficiency with medium armor, shields, and martial weapons. You can invoke the power of your patron to create or bind a weapon, using it as your spellcasting focus.

  • Pact MagicLevel 1

    You gain Pact Magic with two 5th-level spell slots, regained on a short or long rest. You know four warlock spells and use Charisma for your spellcasting.

  • Eldritch InvocationsLevel 2

    You gain two eldritch invocations, such as Agonizing Blast and Improved Pact Weapon.

  • Pact Boon, Pact of the BladeLevel 3

    You choose Pact of the Blade, allowing you to conjure a pact weapon and dismiss it into an extradimensional space.

  • Eldritch Invocations ImprovementLevel 5

    You gain an additional eldritch invocation and learn two additional warlock spells.

  • Pact Magic ImprovementLevel 9

    You gain an additional 5th-level Pact Magic slot, three total, and know eight warlock spells.

  • Master of HexesLevel 14

    You can cast Hexblade's Curse without expending a spell slot once per short or long rest, and you can move the curse to another creature when the cursed creature dies.

  • Eldritch Invocations ImprovementLevel 7

    You can choose four eldritch invocations and replace one invocation whenever you gain a warlock level.

  • Mystic Arcanum, 6th LevelLevel 11

    You can cast one 6th-level warlock spell as a Mystic Arcanum once per long rest.

  • Eldritch Invocations ImprovementLevel 9

    You gain an additional eldritch invocation.

  • Mystic Arcanum, 7th LevelLevel 13

    You can cast one 7th-level warlock spell as a Mystic Arcanum once per long rest.

  • Expertise and ProficienciesLevel 1

    You gain proficiency with four simple or martial weapons and three musical instruments.

  • Sneak Attack, 4d6Level 1

    You gain Sneak Attack, adding 4d6 damage once per turn when you hit with a finesse or ranged weapon and meet the attack conditions.

  • Rogue Saving Throw ProficiencyLevel 1

    You gain proficiency in Dexterity saving throws.

  • Thieves' CantLevel 1

    You gain Thieves' Cant and learn a secret language used by rogues.

  • Swashbuckler ProficienciesLevel 3

    You gain proficiency with the disguise kit and one gaming set, and you can imitate speech and handwriting after studying them.

  • Fancy FootworkLevel 3

    Your Sneak Attack applies when you attack a creature in melee even without advantage if no other creature is within 5 feet of you. You do not provoke opportunity attacks from a creature you have attacked during the turn.

  • Rakish AudacityLevel 3

    You gain a bonus to initiative equal to your Charisma modifier. You can also charm a creature for 1 minute with a contested Charisma check, once per short or long rest.

  • Sneak Attack Improvement, 5d6Level 5

    You gain an additional 1d6 Sneak Attack damage, for 5d6 total.

  • Expertise ImprovementLevel 6

    You gain Expertise in two skills or one skill and thieves' tools.

  • EvasionLevel 7

    You gain Evasion, taking no damage on a successful Dexterity saving throw and half damage on a failure when an effect allows a Dexterity saving throw for half damage.

  • Eldritch Invocations ImprovementLevel 12

    You gain an additional eldritch invocation.

  • Mystic Arcanum, 8th LevelLevel 13

    You can cast one 8th-level warlock spell as a Mystic Arcanum once per long rest.

  • Eldritch Invocations ImprovementLevel 15

    You gain an additional eldritch invocation.

  • Mystic Arcanum, 9th LevelLevel 17

    You can cast one 9th-level warlock spell as a Mystic Arcanum once per long rest.

  • Eldritch Invocations ImprovementLevel 18

    You gain an additional eldritch invocation.

  • Eldritch MasterLevel 20

    You gain the Eldritch Master feature, allowing you to spend 1 minute entreating your patron to regain all expended Pact Magic slots once per long rest.

  • Thirsting BladeLevel 5

    Your pact weapon attacks count as magical for overcoming resistance and immunity to nonmagical attacks and damage.

  • Improved Pact WeaponLevel 5

    You can add your Charisma modifier to the damage rolls of your pact weapon.

  • Agonizing BlastLevel 2

    When you cast eldritch blast, add your Charisma modifier to the damage of each beam.

  • TraitDragonbornDraconic Ancestry, black dragon ancestry
  • TraitDragonbornBreath Weapon, 5 by 30 foot line, Dexterity saving throw, 2d6 acid damage, usable once per short or long rest
  • TraitDragonbornDamage Resistance, acid
  • TraitDragonbornDraconic language
  • TraitDragonbornSpeed 30 feet
  • Position of PrivilegeNoble

    People of high birth treat Seshassa as an equal, while common folk often assume she has influence, authority, or access to powerful circles. She can secure an audience with a local noble, guildmaster, magistrate, or other figure of status.

Spells

19 spells

Spellcasting. Seshassa Ardan casts with Charisma (spell save DC 19, to hit with spell attacks).

Cantrips (at will): , ,

1st level: ,

2nd level: ,

3rd level: ,

4th level:

5th level (3 slots): , , , ,

6th level:

7th level:

8th level:

9th level:

Gear

15 items

Weapons

  • Pact whip
    A pact weapon that normally appears as a silver-black whip with a bladed handle.
  • Dagger
    A dagger suitable for concealed defense and ritual use.

Armor

  • Studded leather armor
    A studded leather coat worn beneath her long dueling coat.

Tools

  • Thieves' tools
    A set of thieves' tools.
  • Disguise kit
    A disguise kit for adopting false identities.

Gear

  • Fine clothes
    A finely tailored noble outfit suitable for court appearances and formal negotiations.
  • Signet ring
    A signet ring bearing the crest of Seshassa's disgraced family.
  • Revolver
    A hand crossbow carried as part of her original warlock equipment, later modified into a revolver by an artificer.
  • 20×
    Ammunition
    A belt holding 20 revolver cartridges. Firearm rules require Dungeon Master approval.
  • Component pouch
    A component pouch used for spellcasting when her pact weapon is not in hand.
  • Dungeoneer's pack
    A dungeoneer's pack containing a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
  • Dragonbone dice
    A weighted set of dragonbone dice used in aristocratic gambling houses.
  • Patron's token
    A small black iron token bearing the symbol of her mysterious patron.

Purse

  • Purse of gold
    A purse containing 25 gp from the Noble background.
  • Purse of gold
    A purse containing 15 gp from the Rogue starting equipment package.

Appearance

A tall, broad-shouldered dragonborn woman with sea-green scales fading to pale silver along her throat and jaw. Her swept-back horns are banded with brass, and her amber eyes have narrow, watchful pupils. She wears a fitted midnight-blue coat over studded leather, a silver signet ring, a wide gun belt, and a braided whip at her hip. Arcane sigils glow faintly across her gloves whenever her pact weapon forms.

Mannerisms

Seshassa rolls her signet ring across her knuckles while thinking, clicks the cylinder of her revolver before entering a dangerous room, and lowers her voice to a breathy rasp whenever she is angry. She addresses servants, guards, and nobles with the same precise courtesy, which makes her insults especially difficult to dismiss.

Personality

Seshassa is gracious, observant, and unfailingly composed in public. She enjoys refined conversation, competitive dueling, and the moment an opponent realizes they have underestimated her. Beneath the polish is a fiercely protective woman who notices every servant denied a chair, every guard paid too little, and every frightened person pretending not to be afraid.

Ideals

Freedom. No bloodline, contract, god, or patron has the right to decide what another person is worth.

Bonds

She will destroy anyone who threatens her younger brother, the one member of her family who secretly supported her rebellion. She also feels responsible for every prisoner freed by the evidence she uncovered.

Flaws

She cannot resist humiliating arrogant people in public, even when discretion would serve her better. She is also terrified that her patron's influence is changing her desires while leaving her convinced that every cruel impulse is her own idea.

Quirks

She names every firearm she carries, but refuses to name her pact weapon.
She leaves a silver coin on the table whenever she wins a duel.
She silently counts doors, windows, and exits whenever she enters a room.
She collects broken manacles and melts them into decorative jewelry.

Background

Seshassa was born into a respected dragonborn household whose wealth came from salt routes, harbor contracts, and carefully maintained alliances. Her family expected her to become a diplomat, but Seshassa preferred the company of dueling masters, ship captains, and forbidden books. At a winter masquerade, she found an ancient black blade sealed beneath the family chapel. The weapon spoke through reflections rather than words, offering power in exchange for one promise: never allow the strong to make a law of another person’s helplessness. She accepted, and the blade became her pact focus, reshaping itself into whatever weapon best suited her hand. Seshassa mastered the whip as both dueling tool and symbol of control, then learned the thunderous revolver from a disgraced artificer in her family’s employ. Her noble relatives disowned her after she exposed their involvement in a private prison scheme, but the scandal only widened her legend. Now she travels as an elegant troubleshooter, collecting debts from tyrants, breaking curses for those who cannot pay, and wondering whether the voice in her weapon is a guardian, a parasite, or the last surviving will of something that once ruled the sea.

“Her family expected her to become a diplomat, but Seshassa preferred the company of dueling masters, ship captains, and forbidden books.”
From their backstory
Background
Noble

Connections

Species

Dragonborn

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