Sheshka
Sheshka
Sheet
AC 12 · HP 55 · 40 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
19 featuresAlways on
- Greataxe Strike
When Action
Make a melee weapon attack using the greataxe. On a hit, deal 1d12 + 4 slashing damage, plus 2 additional damage while raging.
- Frenzied Rhythm
When Action
Make two greataxe attacks as part of the Attack action.
- Thrown Handaxe
When Action
Throw a handaxe at a creature within 20 feet, or within 60 feet with disadvantage. On a hit, deal 1d6 + 4 slashing damage.
- RageLevel 1
When Bonus action
Enter a rage, gaining resistance to bludgeoning, piercing, and slashing damage and adding +2 damage to Strength-based melee attacks.
- Wild Surge Teleport
When When Wild Surge produces the teleportation effect
Teleport up to 30 feet to an unoccupied space Sheshka can see when the Wild Surge result allows it.
- Unarmored DefenseLevel 1
While not wearing heavy armor, Sheshka adds her Constitution modifier to her Armor Class. She can also use a shield and still benefit from this feature.
- Danger SenseLevel 2
Sheshka has advantage on Dexterity saving throws against effects she can see, such as traps and spells. She does not gain this benefit while blinded, deafened, or incapacitated.
- Reckless AttackLevel 2
On her first attack of the turn, Sheshka can choose to attack recklessly. She gains advantage on Strength-based melee weapon attack rolls during that turn, but attack rolls against her have advantage until her next turn.
- Wild SurgeLevel 3
When Sheshka rages, roll on the Wild Magic Surge table to determine the magical effect. The effect lasts for the duration of the rage unless stated otherwise. The possible effects include teleportation, radiant or necrotic damage, spectral weapons, protective force, difficult terrain, or temporary magic that can be used while raging.
- Primal KnowledgeLevel 3
Sheshka can choose to gain a level in exhaustion to regain one expended use of Rage when she finishes a short rest. She also gains proficiency in one additional skill from the barbarian skill list, chosen here as Animal Handling.
- Ability Score ImprovementLevel 4
Sheshka gains one Ability Score Improvement. She increased her Strength by 1 and her Constitution by 1, raising Strength to 18 and Constitution to 15.
- Extra AttackLevel 5
Sheshka can attack twice, instead of once, whenever she takes the Attack action on her turn.
- Fast MovementLevel 5
Her speed increases by 10 feet while she is not wearing heavy armor.
- DarkvisionHalf-OrcSee in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- MenacingHalf-OrcProficiency in the Intimidation skill.
- Relentless EnduranceHalf-OrcWhen reduced to 0 hit points but not killed outright, drop to 1 hit point instead. Usable once per long rest.
- Savage AttacksHalf-OrcWhen scoring a critical hit with a melee weapon attack, roll one additional weapon damage die.
- Orcish BloodHalf-OrcSheshka speaks Common and Orcish, and learned Dwarvish from years spent guiding caravans through mining country.
- WandererOutlander
Sheshka has an excellent memory for maps, trails, landmarks, and terrain. She can find food and fresh water for herself and up to five other people each day, provided the land offers them.
Gear
9 itemsWeapons
- GreataxeA massive two-handed axe with a chipped iron head and a haft reinforced by leather strips.
- 2×HandaxeLight thrown axes balanced for hunting and close combat.
- 4×JavelinLong-shafted spears suitable for throwing or bracing against a charge.
Tools
- StaffA stout walking staff marked with distance notches from Sheshka's travels.
Gear
- Explorer's PackA pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Hunting TrapA concealed iron trap used to catch small game or discourage pursuit.
- Trophy from a hunted animalA preserved eagle feather wrapped in waxed thread, taken from the last mountain pass she crossed with Sovan.
- Traveler's ClothesRugged clothes suited for long journeys through harsh terrain.
Purse
- 10×Gold PiecesCoin kept in a stitched pouch beneath her belt.
Appearance
Sheshka is a broad-shouldered half-orc woman with slate-green skin, a flattened bridge of the nose, and a pair of short lower tusks filed smooth from years of travel. Her black hair is braided with red thread, copper bells, and a small bone charm carved in the shape of a closed eye. A jagged violet scar crosses her left collarbone, the lingering mark of the night her brother vanished. She wears battered traveling leathers beneath a weather-stained wool cloak, and her greataxe is wrapped at the haft with strips of her brother's old red sash.
Mannerisms
Sheshka tastes the air before making important decisions, taps the haft of her axe three times when lying, and lowers her voice to a whisper whenever she speaks Sovan's name.
Personality
I am blunt, watchful, and unexpectedly gentle with frightened animals and lost children. I distrust easy answers, but I am quick to share food, shelter, or the safest place by the fire. I laugh rarely, though when I do it comes out as a startled bark that makes everyone nearby check for falling rocks.
Ideals
No road belongs to any one people. Strength means protecting the travelers who cannot protect themselves, not ruling over them.
Bonds
I will find Sovan, even if the trail leads into a place no living map can name. I carry his red sash until I can return it to him myself.
Flaws
I mistake secrecy for betrayal. When frightened, I push people away before they can choose to leave me. I also refuse to admit when a trail has gone cold, because doing so feels too much like abandoning Sovan.
Quirks
Background
Sheshka and her younger brother Sovan were raised among a scattered half-orc caravan that moved between highland passes, quarry towns, and storm-battered market roads. Their mother taught them to read weather by the taste of the wind, while their human father taught them that a trail was a promise made by everyone who walked it. Sheshka became the caravan's hunter and pathfinder, carrying a heavy axe not because she loved violence, but because the mountains respected nothing that could not answer back. Sovan was quieter, clever with knots and numbers, and forever collecting scraps of colored glass from places where lightning had struck the earth.
“Sovan was quieter, clever with knots and numbers, and forever collecting scraps of colored glass from places where lightning had struck the earth.”
- Background
- Outlander
Connections
Species
Half-Orc
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