Seshatz Otxoa
Seshatz Otxoa
Sheet
AC 12 · HP 8 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
17 featuresAlways on
- Fire Bolt
When Action
Seshatz releases a mote of flame that streaks toward a creature within range and deals 1d10 fire damage on a hit.
- Mage Hand
When Action
Seshatz produces a spectral hand that can manipulate objects, open doors, retrieve items, or pour contents at a distance.
- Minor Illusion
When Action
Seshatz creates a small sensory illusion of an object, sound, or image within range.
- Shield
When Reaction when hit by an attack or targeted by magic missile
A shimmering protective ward surrounds Seshatz, increasing his AC by 5 until the start of his next turn, including against the triggering attack.
- Magic Missile
When Action
Seshatz sends a dart of force toward a creature or creatures, dealing 1d4 plus 1 force damage per dart, with the darts unerringly striking their targets.
- Longstrider
When Action
Seshatz touches a willing creature, increasing its speed by 10 feet for 1 hour.
- Color Spray
When Action
Seshatz creates a 15-foot cone of harmless sensory effects that can distract or amuse creatures within it.
- SpellcastingLevel 1
You have a spellbook containing six 1st-level wizard spells of your choice. You can prepare a number of wizard spells equal to your Intelligence modifier plus your wizard level. Intelligence is your spellcasting ability. You can use an arcane focus or component pouch for material components that do not have a listed cost.
- Arcane RecoveryLevel 1
Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to or less than half your wizard level, rounded up, and none of the slots can be 6th level or higher. At 1st level, you can recover one expended 1st-level spell slot.
- Gnome CunningGnomeAdvantage on Intelligence, Wisdom, and Charisma saving throws against magic.
- Superior DarkvisionGnomeSee in dim light within 120 feet as if it were bright light, and in darkness as if it were dim light.
- Stone CamouflageGnomeAdvantage on Dexterity (Stealth) checks made to hide in rocky terrain.
- Svirfneblin TraitsGnomeDeep gnomes have darkvision adapted to the Underdark and are naturally suited to moving unseen through stone and shadow.
- SmallGnomeDeep gnomes are Small creatures.
- Gnome Ability Score IncreaseGnomeIntelligence increases by 2.
- Deep Gnome Ability Score IncreaseGnomeDexterity increases by 1.
- Criminal ContactCriminal
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances, though you do not know exactly where the contact is or how they operate.
Spells
10 spellsSpellcasting. Seshatz Otxoa casts with Intelligence (spell save DC 13, to hit with spell attacks).
Cantrips (at will): , ,
1st level (2 slots): , , , , , ,
Gear
9 itemsWeapons
- QuarterstaffA simple wooden staff used as a walking aid and arcane implement.
- DaggerA finely balanced blade kept for emergencies and practical work.
Tools
- CrowbarA sturdy iron bar useful for forcing doors, prying crates, and making improvised tools.
Gear
- Component pouchA small leather pouch containing the mundane materials needed to cast spells.
- Scholar's packA scholar's pack containing a backpack, a book of lore, ink, a pen, parchment, sand, and a small knife.
- SpellbookA leather-bound book containing six 1st-level wizard spells and blank pages for further discoveries.
- Dark common clothes with hoodA set of dark ordinary clothes with a hood, designed to avoid notice in crowded places.
- Burglar's pouchA belt pouch containing starting currency.
Purse
- 15×Gold piecesStarting currency from the criminal background.
Appearance
A small, lean deep gnome with deep onyx skin, deep purple eyes, and silver-white hair worn in a loose braid that falls over one shoulder. He dresses in layered charcoal robes beneath a travel-stained dark cloak, with tiny silver beads woven into his hair and a spellbook secured against his ribs. Within a minute of meeting him, most people notice his soft, breathy voice and the way he seems to rest his weight on the balls of his feet, as though the floor might shift beneath him. When rattled, his breathing becomes quick and whispery, and he speaks in clipped bursts separated by deliberate pauses.
Mannerisms
Seshatz speaks softly and often leans closer instead of raising his voice. He pauses before answering difficult questions, drawing a slow breath through his nose as if testing the air for lies. While waiting, he balances on the balls of his feet and lightly taps the end of his quarterstaff against his boot in groups of three.
Personality
Quietly alert, curious, and irreverent toward authority. Seshatz prefers to observe a room before speaking, then asks one unsettlingly precise question. He is more comfortable with mechanisms, written symbols, and magical theory than with open displays of affection, but he notices small acts of kindness and remembers them for years.
Ideals
Freedom. No ruler, guild, temple, or mentor has the right to decide what knowledge I am allowed to seek or what path I am allowed to take.
Bonds
His stolen spellbook contains a missing final chapter written by his first mentor. Seshatz intends to recover the chapter, even if doing so means returning to the settlement that condemned him.
Flaws
He treats every secret as an opportunity and has difficulty leaving a locked door, hidden compartment, or suspicious silence alone. When frightened, he becomes evasive rather than honest, even with people who are trying to help him.
Quirks
Background
Seshatz was born beneath the stone galleries of a deep gnome settlement where every footstep carried meaning. His family worked as surveyors, mapping mineral seams, hidden fissures, and forgotten passages. Seshatz showed little patience for the slow certainty of ordinary excavation, but he possessed an instinctive talent for recognizing patterns in echoes, dust, and reflected crystal light. An itinerant wizard noticed the same gift and taught him the basics of arcane notation in exchange for help navigating the underways. His apprenticeship ended when Seshatz began altering official maps and selling carefully chosen fragments to smugglers. He told himself that he was correcting the settlement's rigid ideas about ownership, but the coin was useful, and the danger was exhilarating. After a theft went wrong, he fled upward with a stolen spellbook, a forged travel identity, and a network of underworld contacts who valued his ability to open locks without touching them. He now adventures to expand his magical knowledge, stay ahead of those who want the spellbook returned, and prove that no secret deserves to remain buried simply because powerful people prefer it that way.
“His family worked as surveyors, mapping mineral seams, hidden fissures, and forgotten passages.”
- Background
- Criminal
Connections
Species
Gnome
Media
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