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Sheshi Broadbarrel - AI-generated fantasy Character

Sheshi Broadbarrel

Hill Dwarf · Bard (College of Lore) · Level 11 · Entertainer

Sheshi Broadbarrel

Sheshi is warm, theatrical, and relentlessly curious.
AC12
HP79/79
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 12 · HP 79 · 25 ft.
AlignmentChaotic GoodGenderMaleAge146 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords,
Battleaxes,
Handaxes,
Light hammers,
Warhammers

Tools

Disguise kit,
Lute,
Hand drum,
Shawm,
Panpipes

Languages

Common,
Dwarvish,
Goblin

Features

21 features

Action

  • Magical InspirationLevel 5

    Sheshi can use an action to regain one expended spell slot of 5th level or lower. Once he uses this feature, he must finish a long rest before using it again.

Bonus action

  • Bardic Inspiration

    When An ally within 60 feet makes an attack roll, ability check, or saving throw

    Sheshi adds one Bardic Inspiration die to an ally's attack roll, ability check, or saving throw within 60 feet.

  • CountercharmLevel 6

    Sheshi can use a bonus action to start a performance that lasts for 1 minute. Allies within 60 feet who can hear him gain advantage on saving throws against being frightened or charmed. The performance ends if Sheshi is incapacitated or stops speaking.

Reaction

  • Cutting WordsLevel 3

    When A creature within 60 feet makes an attack roll, ability check, or damage roll

    Sheshi subtracts one Bardic Inspiration die from a creature's attack roll, ability check, or damage roll within 60 feet.

Always on

  • Bard Spellcasting

    When Spell known and spell slot available

    Sheshi casts a bard spell using Charisma and a musical instrument as a spellcasting focus.

  • Bardic Inspiration, d10Level 1

    Sheshi can inspire an ally who can hear him within 60 feet. The ally can add 1d10 to one ability check, attack roll, or saving throw made within the next 10 minutes. He can use this feature 4 times per long rest.

  • SpellcastingLevel 1

    Sheshi can cast bard spells using Charisma. He knows three bard cantrips and fifteen bard spells, and can use a musical instrument as a spellcasting focus.

  • Bonus ProficienciesLevel 1

    Sheshi is proficient with three musical instruments of his choice, in addition to his starting instrument proficiencies.

  • Font of InspirationLevel 5

    Sheshi can regain expended Bardic Inspiration uses when he finishes a short or long rest.

  • College of LoreLevel 3

    Sheshi has trained in the College of Lore. He gains proficiency in three additional skills.

  • Additional Magical SecretsLevel 6

    Sheshi learns two spells from any class. The chosen spells count as bard spells for him.

  • Additional Magical SecretsLevel 10

    Sheshi learns two additional spells from any class. The chosen spells count as bard spells for him.

  • ExpertiseLevel 10

    Sheshi gains proficiency in one ability of his choice. He also gains expertise in two proficient skills.

  • Superior InspirationLevel 20

    When Sheshi rolls initiative and has no uses of Bardic Inspiration left, he regains one use.

  • TraitHill DwarfDarkvision, 60 feet
  • TraitHill DwarfDwarven Resilience, advantage on saving throws against poison and resistance to poison damage
  • TraitHill DwarfDwarven Combat Training, proficiency with battleaxes, handaxes, light hammers, and warhammers
  • TraitHill DwarfTool Proficiency, proficiency with smith's tools, brewer's supplies, or mason's tools
  • TraitHill DwarfStonecunning, double proficiency bonus on Intelligence History checks related to the origin of stonework
  • TraitHill DwarfDwarven Toughness, hit point maximum increases by 1 for each level
  • By Popular DemandEntertainer

    Sheshi can always find a place to perform, usually in an inn, festival, theater, or public gathering. In exchange for his performance, he can secure modest lodging and food for himself and companions, provided he does not endanger his hosts.

Spells

16 spells

Spellcasting. Sheshi Broadbarrel casts with Charisma (spell save DC 15, to hit with spell attacks).

Cantrips (at will): , ,

1st level (4 slots): , ,

2nd level (3 slots): , ,

3rd level (3 slots): , ,

4th level (3 slots): ,

5th level (2 slots):

6th level (1 slot): no spells

7th level:

Gear

13 items

Weapons

  • Dagger
    A simple but serviceable blade.
  • Rapier
    A diplomatic sidearm with a balanced hilt.

Armor

  • Leather armor
    Light armor reinforced with flexible leather panels.

Tools

  • Lute
    A finely made instrument used for performances and spellcasting.
  • Disguise kit
    A disguise kit used to alter his appearance between performances.
  • 3×
    Musical instruments
    A set of three additional musical instruments: a hand drum, a shawm, and a set of panpipes.

Gear

  • Entertainer's pack
    A pack containing standard adventuring supplies.
  • Costume
    A costume used for performances and disguises.
  • Belt pouch
    A pouch containing the earnings of a working performer.
  • Traveler's clothes
    A small set of practical clothes.
  • Signet ring
    A simple iron signet bearing the mark of Kharag-Shesh.
  • Token from an admirer
    A memento from an admirer, polished smooth from years of handling.

Purse

  • Coin pouch
    A purse containing accumulated savings.

Appearance

Sheshi Broadbarrel is a compact, broad-shouldered hill dwarf with russet-brown skin, a carefully braided beard threaded with blue and copper cord, and watchful hazel eyes. His nose has been broken twice, his left ear bears a small silver ring, and his fingers are stained with ink, lampblack, and the green residue of old stage powders. He favors a wine-red coat over practical travel leathers, decorated with tiny brass bells that have been deliberately muffled.

Mannerisms

He taps the rhythm of his thoughts against his thumb, lowers his voice dramatically before saying something obvious, and addresses stone walls as though they are old acquaintances. When angry, he becomes exceptionally polite.

Personality

Sheshi is warm, theatrical, and relentlessly curious. He treats strangers as unfinished stories and enemies as audiences who have not yet understood the joke. Beneath his easy grin is a disciplined archivist who notices names, accents, heraldry, and every promise made in anger.

Ideals

Truth should be memorable. A fact hidden in a ledger may be ignored, but a truth sung by a hundred voices becomes difficult to bury.

Bonds

He carries a small slate bearing the names of the miners who died beneath Kharag-Shesh. He will risk almost anything to ensure their families receive justice and their names are never forgotten.

Flaws

He cannot resist humiliating bullies in public, even when silence would be wiser. He also turns genuine grief into performance too quickly, because he fears that if he stops telling a story, the dead will vanish.

Quirks

He gives every tavern a review based on its acoustics before judging the food.
He keeps a private list of insults that made him laugh instead of angry.
He hums funeral refrains when nervous.
He refuses to step on loose coins, believing they may be someone else's last hope.

Background

Sheshi Broadbarrel was raised beneath the stone halls of Kharag-Shesh, where the old songs were treated as carefully as steelwork. His mother kept genealogies in a deep, resonant singing voice, while his uncle performed comic tales about miners, merchants, and kings who had mistaken confidence for wisdom. Sheshi learned early that a song could preserve a dead person’s name, settle an argument, or make an armed crowd hesitate long enough to remember that everyone had a mother. He became a traveling entertainer, carrying dwarven histories from settlement to settlement and adding new verses whenever ordinary folk did something worth remembering. His wandering life changed when a mining consortium attempted to erase the names of workers killed in a preventable collapse. Sheshi exposed the crime through a cycle of satirical songs, then fled after one performance drew the attention of hired blades. Since then, he has traveled with adventurers, collecting stories, protecting the powerless, and treating every tyrant as material for a future ballad. His bardic college taught him that words are most powerful when sharpened by truth, and his own experience taught him that truth sometimes needs a little theatrical misdirection to survive long enough to be heard.

“His wandering life changed when a mining consortium attempted to erase the names of workers killed in a preventable collapse.”
From their backstory
Background
Entertainer

Connections

Species

Hill Dwarf

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