Shesshira Travra
Shesshira Travra
Sheet
AC 17 · HP 139 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
33 featuresAction
- Extra AttackLevel 5
You can attack twice, instead of once, whenever you take the Attack action on your turn.
- Two Extra AttacksLevel 11
You can attack three times, instead of twice, whenever you take the Attack action on your turn.
Bonus action
- Silken Exchange
When As a Bonus Action while within 5 feet of a willing ally
As a Bonus Action, Malice can expend a Superiority Die and switch places with a willing creature within 5 feet. She adds the die roll to the Armor Class of both creatures until the start of her next turn.
- Second WindLevel 1
You can regain expended uses of Second Wind. You have three uses, regain two after a Short Rest and all three after a Long Rest. As a Bonus Action, you regain hit points equal to 1d10 plus your Fighter level. You can also expend a use to use Dash as a Bonus Action or Disengage as a Bonus Action.
Always on
- Ambush
When When rolling Initiative or making a Dexterity, Stealth, or similar ability check
When Malice rolls Initiative, she can expend a Superiority Die and add the result to the roll. Until the end of her first turn, she has Advantage on the next attack roll she makes.
- Menacing Attack
When When hitting with a weapon attack
When Malice hits with a weapon attack, she can expend a Superiority Die to deal extra damage and force the target to make a Wisdom saving throw. On a failure, the target has the Frightened condition until the end of Malice's next turn.
- Precision Attack
When When missing with a weapon attack
When Malice makes a weapon attack, she can expend a Superiority Die and add it to the attack roll, turning a nearly missed strike into a precise cut.
- Pushing Attack
When When hitting with a weapon attack
When Malice hits a creature with a weapon attack, she can expend a Superiority Die to deal extra damage and push the target up to 15 feet away if it fails a Strength saving throw.
- Riposte
When When a creature misses Malice with a melee attack
When a creature misses Malice with a melee attack, she can use her Reaction and expend a Superiority Die to make a melee weapon attack against it, adding the die to the damage roll on a hit.
- Trip Attack
When When hitting with a weapon attack
When Malice hits with a weapon attack, she can expend a Superiority Die to deal extra damage and force the target to make a Strength saving throw. On a failure, the target has the Prone condition.
- Fighting StyleLevel 1
You gain one Fighting Style feat. Malice has the Defense Fighting Style, gaining a +1 bonus to Armor Class while wearing armor.
- Action SurgeLevel 2
You can take one additional action on your turn. Once per turn, you can expend one use of Second Wind to use this feature without gaining Exhaustion. Otherwise, once per Short or Long Rest.
- Tactical MindLevel 2
When you fail an ability check, you can expend a use of Second Wind to add 1d10 to the check, potentially turning failure into success.
- Combat SuperiorityLevel 3
Malice gains four Battle Master Superiority Dice, each a d10. She regains all expended dice after a Short or Long Rest. Her maneuver save DC is 17. She knows seven maneuvers: Ambush, Bait and Switch, Menacing Attack, Precision Attack, Pushing Attack, Riposte, and Trip Attack.
- Student of WarLevel 3
You gain proficiency with Calligrapher's Supplies and can use them to identify handwriting, reproduce text, or determine whether writing is genuine. This proficiency is also gained from Malice's Acolyte background.
- Ability Score ImprovementLevel 4
You gain an Ability Score Improvement feat or another feat for which you qualify.
- Ability Score ImprovementLevel 6
You gain an Ability Score Improvement feat or another feat for which you qualify.
- Know Your EnemyLevel 7
When you use Second Wind, you can choose up to two creatures within 30 feet of yourself. Each regains hit points equal to the roll on the die plus your Fighter level, without adding your Constitution modifier.
- Ability Score ImprovementLevel 8
You gain an Ability Score Improvement feat or another feat for which you qualify.
- IndomitableLevel 9
You can reroll a failed saving throw. If the new roll succeeds, you cannot use Indomitable again until you finish a Long Rest. Otherwise, you can use it twice per Long Rest.
- Tactical MasterLevel 9
When you make an attack with a weapon that has the Push, Sap, or Slow property, you can replace one attack granted by Extra Attack with the corresponding mastery effect, even if you are not using a weapon that normally has that mastery.
- Improved Combat SuperiorityLevel 10
Your Superiority Dice become d10s if they were not already. Malice's superiority dice are already d10s.
- Ability Score ImprovementLevel 12
You gain an Ability Score Improvement feat or another feat for which you qualify.
- Studied AttacksLevel 13
When you make an attack roll against a creature you have attacked during the current turn and miss, you can make another attack roll against the same target with Advantage.
- Ability Score ImprovementLevel 14
You gain an Ability Score Improvement feat or another feat for which you qualify.
- RelentlessLevel 15
Whenever you roll Initiative and have no Superiority Dice remaining, you regain one expended Superiority Die.
- TraitElf, DrowDarkvision, 120 feet.
- TraitElf, DrowDrow lineage grants Dancing Lights at character level 1, Faerie Fire at level 3, and Darkness at level 5. Charisma is the spellcasting ability for these lineage spells.
- TraitElf, DrowFey Ancestry, Advantage on saving throws to avoid or end the Charmed condition, and magic cannot put Malice to sleep.
- TraitElf, DrowKeen Senses, proficiency in the Perception skill.
- TraitElf, DrowTrance, Malice does not need to sleep and can finish a Long Rest in 4 hours through meditation.
- TraitElf, DrowElven Lineage, Malice counts as an Elf for effects and prerequisites.
- Magic InitiateAcolyte
Malice possesses the Magic Initiate origin feat, choosing the Cleric spell list. She knows the Guidance and Thaumaturgy cantrips and can cast Cure Wounds once per Long Rest without a spell slot. Wisdom is her spellcasting ability for these spells. Her former religious training also grants proficiency in Insight and Religion, plus Calligrapher's Supplies and one additional language.
Spells
6 spellsSpellcasting. Shesshira Travra casts with Wisdom (spell save DC 15, to hit with spell attacks).
Cantrips (at will): , ,
1st level: ,
2nd level:
Gear
12 itemsWeapons
- Venom-edged scimitarA curved finesse blade used as Malice's primary katana-like weapon. It uses the scimitar statistics and has the Nick weapon mastery.
- Black-silk scimitarA second curved blade, used for paired fighting and sudden reversals. It uses the scimitar statistics.
- LongbowA longbow suitable for ambushes and elevated firing positions
Armor
- Half plateHalf plate armor, lacquered and concealed beneath layered robes
- ShieldA shield bearing a deliberately damaged spider sigil, used when survival outweighs ceremony
Tools
- Calligrapher's SuppliesCalligrapher's Supplies for copying scripture, forging orders, and analyzing handwriting
Gear
- 20×ArrowsArrows for the longbow
- Priest's PackA priest's pack containing a backpack, blanket, tinderbox, ten torches, ten days of rations, waterskin, and an explorers' route map
- Holy SymbolA black spider-shaped holy symbol of Lolth
- Prayer BookA prayer book containing coded litanies and venom recipes disguised as devotional commentary
- Ceremonial RobesA set of fine robes worn over armor during religious rites or courtly infiltration
- Silk ReliquaryA small reliquary containing a fragment of the silk cocoon from her rebirth
Appearance
Malice is a tall, obsidian-skinned drow woman with silver-white hair cut to her jaw in severe, uneven layers. Her crimson eyes are usually veiled by a patient, almost devotional calm. She wears dark half plate beneath layered plum, crimson, and bone-white robes styled after surface samurai armor, with spider-silk cords binding the plates and a lacquered mask hanging at her hip. Two curved blades rest at her waist, one polished and ceremonial, the other stained faintly violet from repeated exposure to venom. Fine scar lines cross her palms and forearms, each marking a vow made in Lolth's name.
Mannerisms
Malice pauses before answering difficult questions, as though listening to a spider moving across silk. She cleans her blades with slow ceremonial care after every fight, even when they are already spotless. When amused, she tilts her head and smiles without showing her teeth. She refers to all former identities as discarded skins.
Personality
Malice is quiet, exacting, and intensely attentive. She treats conversation as reconnaissance and combat as liturgy. She is capable of genuine protectiveness toward those she considers part of her web, but that protection is possessive and conditional. She admires cleverness, composure under suffering, and anyone who can conceal fear without denying it.
Ideals
Devotion. Every bond is a strand in Lolth's web, and every strand exists to be pulled, tightened, or cut. Mercy is useful only when it makes treachery more profitable.
Bonds
The black silk cocoon in which she was reborn is preserved in a lacquered reliquary. She will cross kingdoms and butcher armies to recover it if it is ever stolen, believing it contains the final proof that Lolth chose her personally.
Flaws
She cannot accept sincere kindness without searching for the hidden bargain. When denied a chance to punish betrayal, she becomes reckless, creating a new betrayal so that vengeance can proceed. She also mistakes emotional pain for spiritual proof and may deliberately endure cruelty to convince herself that Lolth is still watching.
Quirks
Background
Before she abandoned the name Aurelia, Malice was a promising acolyte of House Travra, trained to read the patterns of sacrifice, interpret the shifting moods of priestesses, and turn religious ceremony into political leverage. She was never the loudest devotee, nor the most ambitious. She was observant, precise, and willing to wait. Those qualities drew the attention of the spiders beneath the house temple, where she was sealed inside a cocoon spun from black silk and left for dead as an offering to Lolth. She emerged changed. Her body bore no obvious blessing beyond the scars and venomous sensitivity, but the priestesses saw purpose in her survival. They named her a blade, then expected her to remain obedient to House Travra. Malice answered by killing the priestess who claimed ownership of her rebirth. She discarded Aurelia, severed the house insignia from her armor, and began shaping a new martial discipline from fragmented tales of surface samurai, drow assassination rites, and Lolth's central lesson that loyalty is merely treachery that has not yet found its opportunity. Her Black Widow Bushido prizes patience, concealed weapons, poisoned edges, theatrical mercy, and victory achieved before an honorable opponent realizes a contest has begun.
“She was never the loudest devotee, nor the most ambitious.”
- Background
- Acolyte
Connections
Species
Elf, Drow
Media
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