Sheshar Haddad
Sheshar Haddad
Sheet
AC 15 · HP 35 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingINT
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
11 featuresBonus action
- RageLevel 1
When Bonus action
Sheshar enters a battle fury as a bonus action, gaining resistance to common weapon damage and increased melee damage.
Always on
- Reckless AttackLevel 2
When First attack on her turn
On her first attack during her turn, Sheshar may gain advantage on all Strength-based melee weapon attack rolls that turn, but attacks against her have advantage until her next turn.
- Ancestral ProtectorsLevel 3
When First successful hit while raging
While raging, the first creature Sheshar hits on her turn is harried by ancestral spirits. It has disadvantage on attacks against creatures other than Sheshar, and those creatures gain resistance against its attacks.
- Unarmored DefenseLevel 1
While not wearing armor, Sheshar's Armor Class equals 10 + her Dexterity modifier + her Constitution modifier. She can still use a shield and gain this benefit.
- Danger SenseLevel 2
Sheshar has advantage on Dexterity saving throws against effects she can see, such as traps and spells. She does not gain this benefit if she is blinded, deafened, or incapacitated.
- Primal PathLevel 3
Sheshar follows the Path of the Ancestral Guardian, calling upon protective spirits of the dead to guard her allies.
- TraitHalf-OrcDarkvision, can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- TraitHalf-OrcRelentless Endurance, when reduced to 0 hit points but not killed outright, can drop to 1 hit point instead once per long rest.
- TraitHalf-OrcSavage Attacks, when scoring a critical hit with a melee weapon, roll one additional weapon damage die.
- TraitHalf-OrcMenacing, proficiency in the Intimidation skill.
- Military RankSoldier
Sheshar can find food, fresh water, and shelter for herself and others in the wilderness. She can also recognize military rank, insignia, and the general customs of organized armies.
Gear
9 itemsWeapons
- GreataxeA heavy two-handed martial axe with a chipped iron beard and a leather-wrapped haft.
- 2×HandaxeLight thrown martial axes balanced for close combat or throwing.
- 4×JavelinShort spears useful for throwing or bracing against a charge.
Tools
- Gaming SetA set of carved knucklebones used for a quiet military gambling game.
Gear
- Explorer's PackA pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Insignia of RankA faded regimental insignia from Sheshar's disbanded unit.
- Trophy from a Fallen EnemyA broken enemy standard, kept as a reminder that victory is never as clean as the songs claim.
- Common ClothesPlain, serviceable clothing suitable for travel and camp work.
Purse
- 10×Gold PiecesLoose coin saved from military pay and odd guard work.
Appearance
Sheshar is a broad, powerfully built half-orc woman with weathered olive-green skin, heavy black hair braided close to the scalp, and amber-brown eyes that rarely stop measuring exits and distances. She stands with the quiet bulk of a person accustomed to carrying injured soldiers, taking up more space than she seems aware of. Her lower tusks are capped with small iron rings, and an old leather campaign map case hangs at her left hip. The case is polished nearly smooth where her thumb has worried the same corner for years. She wears practical hide armor beneath a faded military cloak, and keeps a greataxe within easy reach.
Mannerisms
She silently checks the doors, windows, and ceiling whenever she enters a room. When listening to someone speak, she touches the worn corner of her map case with her thumb, and before sleeping she recites names under her breath in the rhythm of a military roll call.
Personality
Sheshar is watchful, dryly funny, and unexpectedly gentle with cooks, stable hands, and anyone carrying something heavier than they should. She speaks in short, practical sentences and dislikes boasting, but she has a fierce talent for making frightened people feel that someone competent has arrived. She does not enjoy violence. She simply believes in finishing dangerous work before it spreads.
Ideals
Protection. The strongest person in a dangerous place is responsible for making sure everyone else gets out alive. Strength is measured by what it shelters, not what it breaks.
Bonds
She carries the names of her former unit and refuses to let their deaths become a convenient story told by officers. She intends to return the regiment's map case to the families of the missing, even though doing so may expose a commander's wartime betrayal.
Flaws
She assumes every promise is an order in disguise, and she becomes cold or openly hostile when someone with authority asks her to trust without explanation. She also keeps fighting long after victory is clear, because stopping feels too much like waiting for the next ambush.
Quirks
Background
Sheshar grew up in a border settlement where the old watchtower was used as a grain store, a meeting hall, and, during bad years, a place to hide children. Her mother was a caravan guard, her father a stonemason who repaired fortifications for whichever banner paid in full. Sheshar learned early that wars were rarely made of glorious charges. They were made of mud, missing boots, cold soup, and people trying not to look frightened while counting arrows. She served as a shield-bearer and field runner in three campaigns, surviving the last one because she disobeyed an order to hold a ruined bridge. Instead, she led a retreat through an irrigation tunnel, carrying two wounded companions and the unit's map case. The regiment was scattered afterward, and the officer who gave the order died believing Sheshar had abandoned him. She still carries the battered case, not because it contains useful maps, but because it holds the names of everyone who did not make it home. In battle, ancestral spirits gather around her like old soldiers answering a roll call, and Sheshar has begun to suspect they are not all from her own family.
“Her mother was a caravan guard, her father a stonemason who repaired fortifications for whichever banner paid in full.”
- Background
- Soldier
Connections
Species
Half-Orc
Media
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