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Sesha Sivert - AI-generated fantasy Character

Sesha Sivert

Human · Rogue 7 / Pugilist 13 (Inquisitive / Groundwork) · Level 20 · Entertainer

Sesha Sivert

Warm, observant, and theatrically fearless.
AC15
HP196/196
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 15 · HP 196 · 30 ft.
AlignmentChaotic GoodGenderFemaleAge29 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • DeceptionCHA
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords,
Improvised weapons,
Simple melee weapons as Pugilist weapons,
Unarmed Strikes

Tools

Disguise kit,
One musical instrument, hand drum,
Thieves' tools

Languages

Common,
Yoruba

Features

44 features

Bonus action

  • Bonus Unarmed Strike

    When After taking the Attack action while unarmed or wielding only Pugilist weapons

    Sif makes a Bonus Action Unarmed Strike after taking the Attack action.

  • One-Two Punch

    When On her turn while unarmed or wielding only Pugilist weapons

    Sif expends 1 Moxie Point to make two Unarmed Strikes as a Bonus Action.

  • Stick and Move

    When On her turn while unarmed or wielding only Pugilist weapons

    Sif makes an Unarmed Strike and then takes the Dash or Disengage action by expending 1 Moxie Point.

  • Brace Up

    When On her turn while unarmed or wielding only Pugilist weapons

    Sif expends 1 Moxie Point to gain 1d8 + 17 temporary hit points for 10 minutes.

  • Cunning ActionLevel 2

    Sif can use a Bonus Action to Dash, Disengage, or Hide.

  • Inquisitive: Ear for Deceit and Eye for DetailLevel 3

    Sif can use a Bonus Action to assess a creature she can see within 60 feet. She learns whether it is lying about its identity and gains Advantage on Wisdom (Insight) checks against it for 1 minute.

  • Inquisitive: Insightful FightingLevel 3

    As a Bonus Action, Sif can make a Wisdom (Insight) check contested by a creature's Charisma (Deception). On a success, she gains Sneak Attack against that creature without Advantage for 1 minute, provided she does not have Disadvantage.

  • MoxieLevel 2

    Sif can expend 1 Moxie Point to make two Unarmed Strikes as a Bonus Action, or to Brace Up, or to make an Unarmed Strike and Dash or Disengage.

  • Dig DeepLevel 4

    For 10 minutes, Sif can use a Bonus Action to gain Resistance to bludgeoning, piercing, and slashing damage and ignore Exhaustion levels below 6. Once used, it recharges after a Long Rest unless she gains 1 Exhaustion level.

Reaction

  • Bloodied But Not UnbowedLevel 2

    When Sif takes damage, she can use a Reaction to regain all expended Moxie Points. If Bloodied, she also gains 52 temporary hit points. Once used, this feature recharges on a Short or Long Rest.

  • Meat ShieldLevel 6

    While Sif has a creature Grappled, she has Half Cover against attacks from creatures she is not Grappling. When such a creature misses her, she can expend 1 Moxie Point as a Reaction to redirect the same attack against a creature she is Grappling.

Always on

  • Fisticuffs

    When Whenever she attacks unarmed or with an improvised weapon

    Sif's Unarmed Strikes deal 1d8 bludgeoning or Force damage, and improvised weapons count as having Sap mastery for her.

  • Iron Chin

    When While unarmored or in Light armor without a Shield

    Sif has AC 15 while wearing Light or no armor and not wielding a Shield.

  • ExpertiseLevel 1

    Proficiency with thieves' tools and expertise in two proficient skills or tools. Sif has Expertise in Insight and Perception.

  • Sneak Attack (4d6)Level 1

    Once per turn, Sif can deal an extra 4d6 damage when she hits with a finesse or ranged weapon attack and has Advantage, or when an eligible enemy is adjacent to one of its allies.

  • GroundworkLevel 3

    Sif gains proficiency in Athletics and expertise in it through Muscle Mass. She can use Heavy Hitter and Stop and Drop with her Unarmed Strikes.

  • Heavy Hitter and Stop and DropLevel 3

    When Sif makes an Unarmed Strike or uses a Pugilist weapon, she can also use the attack's damage and choose Grapple or Shove. When she hits without using a mastery property, she can use both Grapple and Shove.

  • Ability Score ImprovementLevel 4

    Sif gains an Ability Score Improvement or feat.

  • Uncanny DodgeLevel 5

    When an attacker Sif can see hits her with an attack, she can use her Reaction to halve the attack's damage.

  • Swagger StreakLevel 2

    When Sif fails a Strength, Dexterity, Constitution, or Charisma check, she can expend 1 Moxie Point and add 1d8 to the check. If the check still fails, the point is regained and the feature cannot be used again until a Short or Long Rest.

  • Muscle Mass and Compression LockLevel 3

    Sif gains proficiency in Athletics and expertise in Athletics because she already had proficiency. When she start her turn grappling a creature, she can deal 1d8 + 3 bludgeoning damage to each creature she grapples.

  • InescapableLevel 3

    When a creature makes a saving throw or ability check against Sif's grapple or shove DC, Sif can expend 1 Moxie Point to impose Disadvantage on the roll.

  • Ability Score ImprovementLevel 4

    Sif gains an Ability Score Improvement or feat.

  • Extra AttackLevel 5

    Sif can attack twice whenever she takes the Attack action.

  • HaymakerLevel 5

    When Sif attacks with an Unarmed Strike or Pugilist weapon, she can expend 1 Moxie Point. On a hit, the attack deals maximum damage and the point is regained.

  • Moxie-Fueled FistsLevel 6

    Sif's Unarmed Strikes and improvised weapon attacks can deal Force damage instead of their normal damage type.

  • Ability Score ImprovementLevel 6

    Sif gains an Ability Score Improvement or feat.

  • Down But Not OutLevel 7

    When Sif uses Bloodied But Not Unbowed while Bloodied, her Unarmed Strikes and Pugilist weapon attacks deal an additional 4 damage for 1 minute. Once used, it recharges after a Long Rest.

  • School of Hard KnocksLevel 9

    Sif can add 1d12 damage once per turn when she hits with an Unarmed Strike or Pugilist weapon attack. Alternatively, she can forgo the damage to make the next hit against the creature deal maximum damage or give the creature Disadvantage attacking creatures other than her.

  • HerculeanLevel 10

    Sif's Strength counts as doubled for carrying capacity, her Unarmed Strikes deal critical hits against objects, and her jump distance is doubled.

  • Shake It OffLevel 10

    At the start of her turn, Sif can remove one Exhaustion level or end Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Restrained, or Stunned on herself. Once used, it recharges after a Long Rest unless she gains 1 Exhaustion level.

  • Ability Score ImprovementLevel 12

    Sif gains an Ability Score Improvement or feat.

  • Dig DeeperLevel 13

    For 1 minute, Sif gains the benefits of Dig Deep and can use School of Hard Knocks twice per turn. At level 20, she can use this feature twice per Long Rest.

  • UnbreakableLevel 14

    Sif has Advantage on Strength, Dexterity, and Constitution saving throws. When she fails a saving throw, she can expend 1 Moxie Point to reroll it.

  • PugnaciousLevel 15

    When Sif rolls Initiative, she can remove one Exhaustion level and regain her uses of Down But Not Out, Dig Deep, and Shake It Off. Once used, it recharges after a Long Rest.

  • Ability Score ImprovementLevel 16

    Sif gains an Ability Score Improvement or feat.

  • Evasion and Reliable TalentLevel 7

    Sif gains Evasion. On a successful Dexterity saving throw against an effect that normally deals half damage, she takes no damage, and on a failure she takes half damage. She also gains Reliable Talent, treating a roll of 9 or lower on a proficient ability check as a 10.

  • HeavyweightLevel 11

    When Sif Grapples or Shoves, she counts as one size larger. She does not spend extra movement to move a creature her size or smaller that she is Grappling.

  • TraitHumanAbility scores increase by 1 in Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
  • TraitHumanMedium size.
  • TraitHumanWalking speed of 30 feet.
  • TraitHumanCommon language and one additional language, Yoruba.
  • TraitHumanVersatile and adaptable, with no additional special racial traits under the classic 2014 standard human profile.
  • By Popular DemandEntertainer

    Sif can always find a place to perform, from a noble's banquet hall to a crowded tavern or fighting pit. She can usually secure modest food and lodging by performing, and local audiences recognize her as a charismatic professional wrestler.

Gear

11 items

Weapons

  • Rapier
    A light blade kept for emergencies and dramatic flourishes.
  • 2×
    Dagger
    Balanced blades hidden in her boots and wrist wraps.
  • Shortbow and arrows
    A compact bow and a quiver containing 20 arrows.
  • Pugilist wraps
    Metal wrist wraps and reinforced hand bindings used as improvised weapons and for grappling.

Tools

  • Hand drum
    A musical instrument used for entrances, announcements, and tavern performances.
  • Thieves' tools
    Thieves' tools for locks, traps, and discreet backstage work.

Gear

  • Professional ring gear
    A reinforced leather costume with chain-linked decorative sections. Sif generally fights without armor so Iron Chin sets her AC.
  • Burglar's pack
    A pack containing rope, candles, chalk, tinder, rations, and other adventuring supplies.
  • Entertainer's costume
    A costume used for public performances and wrestling exhibitions.
  • Admirer's favor
    A token from an admirer who once watched Sif win an impossible bout.

Purse

  • Belt pouch with gold
    Coins earned from performances, investigations, and prize purses.

Appearance

Sif is a tall, powerfully built human woman with a broad-shouldered wrestler's frame, pronounced muscles, and sharply defined six-pack abs. Her straight black hair falls past her eyes in heavy bangs, often obscuring one side of her face. She wears flamboyant professional wrestling ring gear with a thong-backed cut, reinforced wraps, polished chains connecting sections of the outfit, and bright metal piercings along her eyebrow, nose, and lower lip. Her hands and knuckles are scarred from years of tavern brawls, while her smile is disarmingly warm until the bell rings.

Mannerisms

Sif rolls her shoulders before difficult conversations as if preparing for a match. She announces important actions in a low, theatrical voice, taps two fingers against her palm when studying a lie, and calls nearly every serious negotiation a weigh-in.

Personality

Warm, observant, and theatrically fearless. Sif treats strangers like a fresh crowd, quickly finding the joke, the insecurity, or the hidden kindness in any room. Beneath the bravado is a patient investigator who remembers every face, limp, accent, and nervous gesture.

Ideals

Every contest should reveal the truth. Strength is not proven by crushing the weak, but by standing between them and those who would exploit them.

Bonds

The traveling troupe that raised her is her true family. She will risk everything to protect its members and to uncover what happened to performers who vanished from the old fighting circuit.

Flaws

Sif cannot resist humiliating a bully in front of an audience, even when discretion would be wiser. She confuses confidence with invulnerability and tends to escalate a challenge long after the sensible moment to walk away.

Quirks

She gives opponents a respectful nickname before trying to throw them.
She keeps a private ledger of suspicious promoters, corrupt officials, and missing performers.
She collects unusual improvised weapons, especially objects that won a match.
She whistles the same three-note entrance call whenever she senses a lie.

Background

Sif grew up among traveling performers who crossed the border roads between river towns, trading songs, juggling acts, and staged wrestling bouts for meals. She was the child who could lift the scenery, settle arguments with her fists, and draw a crowd simply by stepping onto a table. Her mother taught her timing and showmanship, while an aging pit fighter taught her that a good bout was a conversation told through footwork, leverage, and pain. Sif learned to make every object useful, from tankards and stools to curtain rods and broken chair legs. When a wealthy fight promoter began fixing matches and quietly disappearing performers who refused to cooperate, Sif exposed him during a championship bout by turning his own bodyguards against him. She escaped with the troupe's ledgers and a reputation that spread far beyond the circuit. Now she travels as a celebrated professional wrestler, entertainer, investigator, and occasional adventurer. Her inquisitive eye catches lies hidden beneath applause, and she uses the ring as both theater and interrogation room. Every entrance is a performance, every opponent has a secret, and every victory is dedicated to the performers who never made it out of the promoter's arenas.

“She was the child who could lift the scenery, settle arguments with her fists, and draw a crowd simply by stepping onto a table.”
From their backstory
Background
Entertainer

Connections

Species

Human

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