Sesha Tlatzic
Sesha Tlatzic
Sheet
AC 12 · HP 34 · 30 ft., climb 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
19 featuresAlways on
- Colossus Slayer
When Once per turn when hitting a wounded creature with a weapon or unarmed strike during the Attack action.
When Sesha hits a creature with a weapon attack, the weapon deals an extra 1d8 damage if the target is missing any hit points, once per turn.
- Extra AttackLevel 5
When Taking the Attack action on her turn.
Sesha can make two attacks when she takes the Attack action.
- Feline Agility
When When she moves on her turn.
Sesha can use Feline Agility to double her speed until the end of the current turn, then cannot use it again until she moves 0 feet on one of her turns.
- Favored EnemyLevel 1
You always have the Hunter's Mark spell prepared. You can cast it without expending a spell slot a number of times equal to your Wisdom modifier, minimum once, and regain all such uses when you finish a Long Rest.
- SpellcastingLevel 1
You can cast spells using Wisdom as your spellcasting ability. You prepare six Ranger spells from the Ranger spell list, and you can change your prepared spells when you finish a Long Rest.
- Weapon MasteryLevel 1
You gain mastery with Longbow, Shortsword, and Scimitar. You can use the mastery properties of those weapons.
- Deft ExplorerLevel 2
You gain Expertise in Survival and proficiency in two additional languages, Draconic and Goblin.
- Fighting StyleLevel 2
You gain the Archery Fighting Style, granting a +2 bonus to attack rolls you make with ranged weapons.
- Hunter's LoreLevel 3
You gain the Hunter subclass. You can identify a creature marked by your Hunter's Mark's immunities, resistances, and vulnerabilities.
- Hunter's Prey, Colossus SlayerLevel 3
You gain Colossus Slayer. Once per turn when you hit a creature with a weapon or unarmed strike as part of the Attack action, you deal an extra 1d8 damage if the target is missing any hit points.
- Ability Score ImprovementLevel 4
You increase one ability score by 2, or two ability scores by 1. The provided final scores already include this improvement, so no further numerical increase is applied.
- Creature TypeTabaxiHumanoid.
- SizeTabaxiMedium or Small, chosen when selecting the species. Sesha is Medium.
- SpeedTabaxi30 feet, with a Climb Speed equal to her walking speed.
- DarkvisionTabaxiShe can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. She cannot discern color in darkness.
- Feline AgilityTabaxiWhen she moves on her turn in combat, she can double her speed until the end of that turn. She cannot use this trait again until she moves 0 feet on one of her turns.
- Cat's ClawsTabaxiHer claws deal 1d6 slashing damage when used for an unarmed strike. She can climb difficult surfaces, including upside down on ceilings, without requiring an ability check.
- Cat's TalentsTabaxiShe has proficiency in Perception and Stealth.
- WandererOutlander
Sesha has an excellent memory for maps, landmarks, weather patterns, and natural signs. She can usually find food and fresh water for herself and up to five other people each day, provided the land offers ordinary resources. Her converted 2024 Outlander background also grants the Savage Attacker Origin feat.
Spells
8 spellsSpellcasting. Sesha Tlatzic casts with Wisdom (spell save DC 11, to hit with spell attacks).
1st level (4 slots): , , , , ,
2nd level (2 slots): ,
Gear
11 itemsWeapons
- ScimitarA curved one-handed blade suited to close fighting in brush and narrow paths
- ShortswordA short blade carried as a backup weapon and utility knife
- LongbowA longbow with a grip polished smooth by years of travel
Armor
- Studded leather armorStudded leather armor, worn and maintained with careful attention to every buckle
Tools
- FluteA simple reed flute used for caravan signals and quiet evening music
Gear
- 20×ArrowsArrows carried in a leather quiver
- Explorer's packA worn pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and hempen rope
- Bone compassA carved bone compass that never points exactly north, but always trembles near old magic
- Hunting trapA metal trap used to secure camps or catch small game
- Traveler's clothesPlain road clothing suitable for long travel
Purse
- 10×Gold piecesA small purse containing starting coin
Appearance
Sesha is a lean, medium-sized tabaxi with sand-gold fur broken by dark smoke-gray stripes along the forearms, ribs, and tail. Her ears are broad and expressive, and her amber eyes rarely settle on the person speaking. Within moments of meeting someone, she has usually inspected the exits, the nearest high ground, and whatever object in the room seems most easily stolen by gravity. She wears practical studded leather beneath a weather-faded green cloak, with a carved bone compass hanging at her throat. Her tail is wrapped near the tip in red thread, a quiet family custom from the northern caravan trails.
Mannerisms
Sesha watches doorways, windows, rafters, and hands before she looks at faces. She touches the bone compass whenever she hears an unfamiliar name, and she lightly taps her claws against her bow whenever someone lies badly.
Personality
Quietly observant, patient with animals, and unexpectedly warm toward tired travelers. Sesha asks practical questions before emotional ones, but remembers every answer. She has a dry sense of humor and an intense curiosity about maps, ruins, food, accents, and anything that has survived longer than it should have.
Ideals
Freedom. No road, ruler, or tradition should own a living creature. People deserve the chance to leave, change, and choose their own horizon.
Bonds
I will find the lost members of my caravan, or learn the truth of what happened to them. The bone compass at my throat belonged to my grandmother, and I will never willingly part with it.
Flaws
I assume every silence hides a threat, and I can turn ordinary caution into exhausting suspicion. When I find a trail, I become so focused on following it that I neglect people, food, sleep, and sometimes obvious danger.
Quirks
Background
Sesha was born among a tabaxi caravan that followed the high grasslands between old trade roads, ruined watchtowers, and winter hunting grounds. Her family carried messages, medicines, and hard-to-find news between settlements that trusted no fixed authority. She learned to read a trail before she learned to read ink, and she developed the habit of studying every horizon as if it were a page that might change while she blinked. The red thread around her tail was tied by her grandmother after Sesha completed her first solo crossing of the salt flats. Years ago, a caravan disappeared in a valley that should have been safe. Sesha found no bodies, only boot marks that ended abruptly, a circle of blackened grass, and a single iron arrowhead marked with an unfamiliar crest. She has spent the years since tracking the people responsible, taking work as a guide, scout, and monster hunter while quietly comparing every insignia and weapon she encounters with that arrowhead. She joined adventurers because the trail has finally led beyond the wilderness, into cities where secrets are bought, sold, and hidden behind polite smiles.
“Her family carried messages, medicines, and hard-to-find news between settlements that trusted no fixed authority.”
- Background
- Outlander
Connections
Species
Tabaxi
Media
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