Skip to content
CreatePricing
Sahir Sheshet - AI-generated fantasy Character

Sahir Sheshet

Human · Monk (Way of the Open Hand) · Level 10 · Folk Hero

Sahir Sheshet

Sahir is patient with frightened people, animals, and anyone willing to learn, but becomes quietly immovable when confronted by cruelty.
AC16
HP73/73
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 73 · 40 ft.
AlignmentNeutral GoodGenderMaleAgeThirty-two years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Weapons

Simple weapons,
Shortswords

Tools

Woodcarver's tools,
Land vehicles

Languages

Common,
Dwarvish

Features

27 features

Action

  • Wholeness of BodyLevel 6

    When On his turn

    Sahir regains 30 hit points as an action, once per long rest.

Bonus action

  • Martial Arts Flurry

    When After taking the Attack action with an unarmed strike or monk weapon

    Sahir makes two attacks with the Attack action and can make one additional unarmed strike as a bonus action through Martial Arts.

  • Flurry of Blows

    When After taking the Attack action

    Sahir makes two unarmed strikes as a bonus action, then can apply Open Hand Technique to each hit.

  • Step of the Wind

    When On his turn

    Sahir takes the Disengage or Dash action as a bonus action, and his jump distance is doubled for the turn.

  • Patient Defense

    When On his turn

    Sahir takes the Dodge action as a bonus action.

  • Martial ArtsLevel 1

    Sahir's unarmed strikes deal 1d4 bludgeoning damage, and he can use Dexterity instead of Strength for unarmed strikes and monk weapons. When he uses the Attack action with an unarmed strike or monk weapon, he can make one unarmed strike as a bonus action. His Martial Arts die is 1d6.

Reaction

  • Deflect MissilesLevel 3

    When When hit by a ranged weapon attack

    Sahir reduces damage from a ranged weapon attack by 1d10 + 13 and may catch and throw the missile if the damage is reduced to 0.

  • EvasionLevel 7

    When When subjected to a Dexterity saving throw for half damage

    Sahir takes no damage on a successful Dexterity save against an effect that normally deals half damage on a success, and half damage on a failure.

Always on

  • Stunning StrikeLevel 5

    When When he hits with a melee weapon attack

    Sahir can spend 1 ki point when he hits with a melee weapon attack to force a DC 13 Constitution saving throw against stunning.

  • Unarmored DefenseLevel 1

    While unarmored and not wielding a shield, Sahir's AC equals 10 + his Dexterity modifier + his Wisdom modifier. His AC is 16.

  • KiLevel 2

    Sahir has 10 ki points, which recover after a short or long rest. His ki save DC is 13. He can spend ki for Flurry of Blows, Patient Defense, and Step of the Wind.

  • Unarmored MovementLevel 2

    Sahir's unarmored walking speed increases by 20 feet, giving him a speed of 40 feet. He can also run along vertical surfaces and across liquids during his movement without falling during that movement.

  • Monastic Tradition: Way of the Open HandLevel 3

    Sahir follows the Way of the Open Hand, mastering techniques that manipulate an opponent's body and balance.

  • Open Hand TechniqueLevel 3

    When Sahir hits a creature with one of the attacks granted by Flurry of Blows, he can impose one effect on that target: it must succeed on a DC 13 Dexterity saving throw or be knocked prone, it must succeed on a DC 13 Strength saving throw or be pushed up to 15 feet, or it cannot take reactions until the end of Sahir's next turn.

  • Ability Score ImprovementLevel 4

    Sahir gains a feat or increases his ability scores. He increased Dexterity by 2, raising it to 16 before his human bonus and 17 after all bonuses.

  • Slow FallLevel 4

    When Sahir uses Step of the Wind, his jump distance is doubled for the turn.

  • Extra AttackLevel 5

    Sahir can attack twice, instead of once, whenever he takes the Attack action on his turn.

  • Ki-Empowered StrikesLevel 6

    Sahir's unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

  • Ability Score ImprovementLevel 8

    Sahir gains a feat or increases his ability scores. He increased Wisdom by 2, raising it to 13 after all bonuses.

  • Stillness of MindLevel 7

    Sahir can use his action to end one effect on himself causing him to be charmed or frightened.

  • Purity of BodyLevel 10

    Sahir is immune to disease and poison.

  • Ability Score IncreaseHuman+1 to all six ability scores
  • SizeHumanMedium
  • SpeedHuman30 feet
  • LanguagesHumanCommon and one additional language
  • Human VersatilityHumanadaptable and broadly skilled
  • Rustic HospitalityFolk Hero

    Sahir can find a place to hide, rest, or recuperate among common folk. They will shelter him from the law or others pursuing him, though they will not risk their lives for him.

Spells

Spellcasting. Sahir Sheshet casts with Charisma (spell save DC 7, to hit with spell attacks).

Gear

10 items

Weapons

  • Shortsword
    A simple, well-balanced shortsword used for training and defense.
  • 10×
    Dart
    Darts with weighted iron heads, carried in a stitched leather tube.

Tools

  • Shovel
    A shovel kept from his farming days and used for burials, repairs, and occasional improvised combat.
  • Iron Pot
    A practical iron pot suitable for cooking stew over a roadside fire.
  • Woodcarver's Tools
    Tools used for repairing irrigation wheels and shaping small wooden fittings.

Gear

  • Dungeoneer's Pack
    A pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
  • Land Vehicles
    A sturdy harness and reins for handling and driving beasts of burden.
  • Common Clothes
    Plain, patched clothing suitable for travel and village work.
  • Belt Pouch
    A small leather pouch containing ten gold pieces.
  • Irrigation Wheel Pin
    A small iron pin from the first irrigation wheel Sahir repaired alone.

Appearance

Sahir Sheshet is a lean, broad-shouldered human with sun-browned skin, close-cropped black hair, and a narrow scar crossing the bridge of his nose. His hazel eyes are steady and observant, and his hands are heavily calloused from farm work, staff drills, and years of striking stone targets. He wears plain ochre and indigo traveling clothes beneath a sleeveless monk's vest, with red prayer cord wrapped twice around his left wrist.

Mannerisms

Sahir breathes in through his nose before answering difficult questions, then speaks in a low, measured voice. When entering a room, he automatically notes the exits, the nearest water source, and who is keeping watch. He bows slightly to old people, animals, and anyone doing manual labor.

Personality

Sahir is patient with frightened people, animals, and anyone willing to learn, but becomes quietly immovable when confronted by cruelty. He prefers practical kindness to grand speeches, and he measures trust by whether someone shares food, keeps watch, and repairs what they break. He enjoys dry humor and has a habit of treating every tavern table like a workbench.

Ideals

Dignity. No person should be treated as a tool, a burden, or a possession. Strength is worthwhile only when it protects the powerless and restores their ability to stand on their own.

Bonds

The people of his home village trusted him when no one else would. He will risk almost anything to keep their fields, wells, and children safe, and he sends part of every substantial reward home.

Flaws

Sahir has little patience for caution when innocent people are being threatened. He will escalate a situation rather than watch a bully negotiate from a position of power, and he quietly believes that if he is capable of helping, refusing to do so makes him responsible for the harm that follows.

Quirks

He pockets broken nails, wheel pins, and bits of wire because every useless piece may become useful later.
He names stray dogs after local weather, such as Mistral, Dustfall, and First Rain.
He taps a rhythm of three beats against his thumb before entering a dangerous place.
He refuses to waste food, even when it means eating a cold meal that everyone else has abandoned.

Background

Sahir Sheshet was born in a dry farming village where the wells were more precious than the fields. His mother shaped clay jars, his father repaired irrigation wheels, and Sahir learned early that a village survived through patience, shared labor, and the courage to stand together. When a tax collector's hired enforcers came to seize the village's seed grain, Sahir resisted with nothing but a hoe handle and the footwork taught to him by an aging traveler who had once trained at a distant monastery. He did not defeat the enforcers by strength alone. He led them into the dry channels, separated their group, and made certain the village children saw that bullies could be made to retreat. The story spread farther than Sahir expected. The traveling monk returned months later and offered him a place at the monastery, where Sahir learned to turn fear into breathing, anger into motion, and motion into discipline. He eventually left to protect the roads and settlements that had no walls, refusing to become a cloistered master while ordinary people still suffered under bandits, corrupt officials, and monsters. He carries his village's first repaired irrigation wheel pin as a charm, a reminder that the strongest victories are often the ones that let people plant again. Though many call him a hero, Sahir still thinks of himself as a farmer who learned how to make his hands useful in another way.

“He did not defeat the enforcers by strength alone.”
From their backstory
Background
Folk Hero

Connections

Species

Human

Media

0 images

No images yet.

Visual sheet

Turn Sahir Sheshet into a sheet

A high-res, share-ready sheet you can post or print.