Sella Quispe
Sella Quispe
Sheet
AC 18 · HP 26 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
17 featuresAction
- Action SurgeLevel 2
When A decisive opening appears
Take one additional action on your turn. Once used, recharge after a short or long rest.
Bonus action
- Second WindLevel 1
When You are injured
As a bonus action, regain 1d10 + 3 hit points. Once used, recharge after a short or long rest.
Reaction
- Shield Intercession
When An adjacent ally is attacked
When a creature you can see attacks a target other than you within 5 feet of you, use your reaction while wielding a shield to impose disadvantage on the attack roll.
- Fighting Style, ProtectionLevel 1
You adopt a particular style of fighting as your specialty. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll, provided you are wielding a shield. You must be wielding a shield to benefit from this style.
Always on
- Pushing AttackLevel 3
When You hit with a weapon attack
Expend one superiority die to push a creature up to 15 feet away after hitting it with a weapon attack.
- RallyLevel 3
When You hit with a weapon attack
Expend one superiority die to grant a visible or audible ally temporary hit points equal to the die roll minus 1, minimum 1.
- Distracting StrikeLevel 3
When You hit with a weapon attack
Expend one superiority die to give the next ally attacking your target before your next turn advantage.
- Combat SuperiorityLevel 3
You learn three maneuvers of your choice. You have four superiority dice, which are d8s. You regain all expended superiority dice when you finish a short or long rest. You can use only one maneuver per attack. Your maneuver save DC is 13.
- Student of WarLevel 3
You learn one type of artisan's tools of your choice. You have proficiency with smith's tools.
- Martial Archetype, Battle MasterLevel 3
You choose the Battle Master archetype, gaining its features at 3rd level.
- LuckyStout HalflingWhen you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
- BraveStout HalflingYou have advantage on saving throws against being frightened.
- Halfling NimblenessStout HalflingYou can move through the space of any creature that is of a size larger than yours.
- Stout ResilienceStout HalflingYou have advantage on saving throws against poison, and you have resistance against poison damage.
- Small sizeStout HalflingYou are Small.
- SpeedStout HalflingYour walking speed is 25 feet.
- Military RankSoldier
You still have a place among the soldiers of your former organization, and you can invoke its rank, authority, and connections when dealing with other members or sympathetic veterans. You can secure basic shelter and assistance for yourself and your companions, though your military reputation may also draw unwanted attention.
Gear
11 itemsWeapons
- LongswordA well-balanced military blade used for patrols and close defense.
- Light crossbowA light ranged weapon with a plain wooden stock.
Armor
- Chain mailHeavy protective armor marked with the faded colors of her former watch.
- ShieldA reinforced wooden shield with a copper boss and old inspection marks.
Tools
- Gaming setA worn set of knucklebones used for gambling and settling disputes among guards.
Gear
- 20×BoltsAmmunition for the light crossbow.
- Dungeoneer's packIncludes a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Insignia of rankA small metal token bearing the insignia of her former watch.
- Trophy from a fallen enemyA broken brass buckle from the wagon wreck where she saved a child.
- Common clothesPlain, serviceable clothing suitable for travel and guard duty.
Purse
- 10×Gold piecesMoney saved from years of patrol work.
Appearance
A compact, broad-shouldered halfling woman with long copper hair usually braided down her back and tied with faded red cord. Her skin is weathered from years of cold watchposts, hard rain, and dusty roads. A few old scars cross her forearms and one knee, practical remnants of stopping trouble before it reached someone smaller or slower. She keeps her armor meticulously cleaned but wears an otherwise plain, patched uniform coat. Her hands are callused, her boots are heavily resoled, and she watches every doorway without seeming to.
Mannerisms
Sella quietly counts exits, windows, and nearby bodies whenever she enters a room. Before a fight, she tightens the red cord in her braid. When someone thanks her, she checks the nearest door instead of answering.
Personality
Sella is plainspoken, observant, and unexpectedly gentle with frightened people. She has the steady patience of someone accustomed to long watches, but becomes startlingly forceful when anyone threatens a weaker person. She prefers practical solutions, honest pay, and promises that can be kept with both feet planted on the ground.
Ideals
Protection is a promise, not a profession. If someone has placed their safety in my hands, I do not get to decide that their life is inconvenient.
Bonds
The families and caravan workers of the old gate district still send her letters, and she considers their safety a personal responsibility. She also keeps her former captain's tarnished insignia as evidence of what happens when authority forgets whom it exists to protect.
Flaws
She cannot walk away from a plea for help, even when the request is manipulative, suicidal, or clearly beyond her ability. She is suspicious of officers and quick to assume that anyone with authority is hiding a private bargain.
Quirks
Background
Sella Quispe grew up in a halfling caravan quarter beside a busy mountain road, where travelers learned to measure safety by the little figures in blue-gray coats who stood watch at the gates. Her mother kept the ration books, her uncle repaired shields, and Sella discovered early that a guard was not merely someone who carried a weapon. A guard remembered names, noticed who had stopped eating, and stood between frightened people and anyone eager to profit from their fear. She joined the local watch at seventeen, despite being told that a halfling belonged behind a desk or beneath a cart, not in the line of a charging horse. Her scars came from ordinary disasters rather than a famous duel. She was cut by a broken wagon rail while pulling a child from a wreck, bruised beneath a collapsed awning during a winter market riot, and once took a blade across the arm while holding a doorway against men who wanted to drag out a family hiding inside. Sella never speaks of these incidents as bravery. To her, they are simply the moments when someone asked for protection and she answered. After her watch captain sold patrol routes to smugglers, Sella resigned rather than serve under him, carrying her old rank insignia and a growing distrust of anyone who treats duty as a costume. Now she travels as a freelance guard, seeking work where vulnerable people need someone stubborn enough to stay.
“Her mother kept the ration books, her uncle repaired shields, and Sella discovered early that a guard was not merely someone who carried a weapon.”
- Background
- Soldier
Connections
Species
Stout Halfling
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