Sahsin Meskhi
Sahsin Meskhi
Sheet
AC 13 · HP 8 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
18 featuresReaction
- Shield
When When he is hit by an attack or targeted by Magic Missile
Sahsin conjures a protective magical barrier that raises his Armor Class by 5 until the start of his next turn, including against the triggering attack.
Always on
- Ray of Frost
When When a hostile creature is within 60 feet
Sahsin launches a thin lance of freezing energy at a creature within range, dealing cold damage and reducing its speed until his next turn on a hit.
- Mage Hand
When When he needs to manipulate something from a safe distance
Sahsin creates a spectral hand that can manipulate objects, open containers, retrieve items, and perform other simple tasks at a distance.
- Minor Illusion
When When he needs a distraction or a deceptive detail
Sahsin creates a sound or image no larger than a 5-foot cube, useful for distractions, false footsteps, whispered voices, and covert signals.
- Find Familiar
When When he needs reconnaissance, a lookout, or a messenger
Sahsin conjures an invisible magical companion in the form of a small hawk-like air spirit, which can scout and deliver touch spells.
- Mage Armor
When Before dangerous travel or expected combat
Sahsin cloaks himself in protective force, setting his base Armor Class to 13 plus his Dexterity modifier for 8 hours.
- Magic Missile
When When he needs reliable damage against visible targets
Sahsin fires three glowing darts of force that automatically strike creatures he can see, dealing 1d4 plus 1 force damage per dart.
- SpellcastingLevel 1
Sahsin can cast three Wizard cantrips and prepares four level 1 or higher Wizard spells from his spellbook. His spellbook begins with six level 1 Wizard spells and can serve as his spellcasting focus.
- Ritual AdeptLevel 1
Sahsin can cast any Wizard spell in his spellbook that has the Ritual tag as a Ritual, even if he has not prepared it. He must read from the spellbook while casting it.
- Arcane RecoveryLevel 1
Once per Long Rest, after finishing a Short Rest, Sahsin can recover expended spell slots with a combined level equal to half his Wizard level, rounded up. At level 1, this restores one expended level 1 spell slot.
- Creature TypeGenasi, AirHumanoid
- SizeGenasi, AirMedium
- SpeedGenasi, Air30 feet
- DarkvisionGenasi, AirYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You discern colors in darkness only as shades of gray.
- Unending BreathGenasi, AirYou can hold your breath indefinitely while you are not incapacitated.
- Lightning ResistanceGenasi, AirYou have Resistance to Lightning damage.
- Mingle with the WindGenasi, AirBeginning at 5th level, you can cast Levitate without a spell slot once per Long Rest, requiring no material components. Intelligence is your spellcasting ability for this spell.
- Criminal ContactCriminal
Sahsin has a reliable network of former associates and underworld contacts. He knows how to communicate discreetly, locate criminal intermediaries, and obtain information or assistance through the local illicit network, though such favors may carry risks or costs.
Spells
10 spellsSpellcasting. Sahsin Meskhi casts with Intelligence (spell save DC 13, to hit with spell attacks).
Cantrips (at will): , ,
1st level (2 slots): , , , , , ,
Gear
10 itemsWeapons
- QuarterstaffA simple wooden staff used for defense and as an arcane focus substitute.
- 2×DaggerLight weapons kept in concealed sheathes.
Tools
- Thieves' ToolsTools for picking locks and disabling simple traps.
Gear
- Arcane FocusA crystal prism mounted in a brass frame, used as an arcane focus.
- Scholar's PackA backpack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, a waterskin, and 50 feet of hempen rope.
- SpellbookA Tiny, 100-page book containing Sahsin's six starting level 1 Wizard spells.
- CrowbarA sturdy iron bar useful for forcing doors, bracing gates, or improvising leverage.
- 2×PouchSmall leather pouches for coins, components, and concealed objects.
- Traveler's ClothesPlain, durable clothing suitable for travel and unobtrusive work.
Purse
- 16×Gold PiecesUnspent starting currency from his criminal background.
Appearance
Sahsin is a lean air genasi man with copper-brown skin that seems faintly translucent at the edges, pale gray eyes, and black hair that lifts and shifts as though touched by a constant breeze. Thin white markings curl from his temples down his neck like wisps of smoke. He dresses in a weathered scholar's coat beneath a dark travel cloak, with hidden pockets sewn into nearly every seam. His spellbook is bound in blue-gray leather and secured with a brass clasp shaped like a spiral of wind.
Mannerisms
He pauses before entering any room to feel the air currents, taps twice on his spellbook before opening it, and lowers his voice whenever he says something important. He rarely sits with his back to a door and unconsciously traces spirals in spilled dust or condensation.
Personality
Quietly observant and dryly funny, Sahsin studies people the way other wizards study scrolls. He is cautious around authority, unexpectedly gentle with animals and frightened strangers, and becomes intensely focused when confronted with a puzzle, lock, or unfamiliar spell.
Ideals
Freedom. No one should own another person's choices, name, labor, or knowledge. If a chain exists, I will look for its lock.
Bonds
I will find and free the young thief who was arrested because of my escape. I also refuse to let the stolen spellbook fall into the hands of the people who commissioned its theft.
Flaws
Sahsin assumes every kindness conceals a price, and he often sabotages good opportunities by preparing an escape before he has accepted the invitation. When frightened, he lies automatically, even when the truth would be safer.
Quirks
Background
Sahsin was born in a crowded port district where his mother worked as a courier and his father repaired wind instruments for sailors. The family had little money, but Sahsin possessed an unusual gift for sensing pressure, motion, and the hidden currents in the air. As a boy, he used that gift to slip through barred windows, judge a guard's footsteps, and carry messages across rooftops without being seen. A small burglary crew noticed his talent and recruited him, first for lookout work and later for opening locks that ordinary thieves could not reach. His life changed when the crew stole a sealed arcane folio from a disgraced court magician. The book was not valuable because of its gold, but because its pages described how sound, breath, and intention could shape magic. Sahsin taught himself from the stolen text, combining careful study with the practical habits of a burglar. When the crew tried to sell him and the book to the magician's former patrons, Sahsin escaped by unleashing a spell that shattered every window in the safehouse. He left his old associates behind, but he still carries guilt over the one young member who was arrested in his place. Now he adventures to build a new life, learn the truth behind the folio, and repay the debt he believes he owes.
“The family had little money, but Sahsin possessed an unusual gift for sensing pressure, motion, and the hidden currents in the air.”
- Background
- Criminal
Connections
Species
Genasi, Air
Media
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