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Seshir Adebayo - AI-generated fantasy Character

Seshir Adebayo

Dragonborn · Ranger (Hunter) · Level 3 · Soldier

Seshir Adebayo

Quietly observant and difficult to impress, Seshir speaks with blunt precision and remembers details other people overlook.
AC16
HP28/28
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 28 · 30 ft.
AlignmentNeutral GoodGenderMaleAgeThirty-one years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Gaming Set,
Land Vehicles

Languages

Common,
Draconic,
Dwarvish,
Orcish

Features

17 features

Action

  • Horde Breaker

    When Attack action

    When you take the Attack action and make a weapon attack, you can make one additional attack against a different creature within 5 feet of the original target and within your weapon's range.

  • Weapon Mastery: Light WeaponsLevel 1

    When you take the Attack action and make an attack with a weapon that has the Light property, you can make one extra attack as part of the same action with a different weapon that has the Light property, provided you have not already made an extra attack this turn.

  • Weapon Mastery: VexLevel 1

    When you take the Attack action and make an attack with a weapon that has the Vex property, you can give yourself Advantage on your next attack against the same target before the end of your next turn if you hit.

  • Breath WeaponDragonbornAs an action, exhale fire in a 15-foot cone. Creatures in the area make a Dexterity saving throw, taking 1d10 Fire damage on a failed save or half as much on a success. Usable once per Long Rest, or again by expending a spell slot.

Bonus action

  • Hunter's Mark

    When Bonus Action

    As a Bonus Action, choose a creature you can see within 90 feet and mystically mark it as your quarry for up to 1 hour with Concentration. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with an attack, and you have Advantage on any Wisdom (Perception or Survival) check you make to find it. You can move the mark to a new target as a Bonus Action after the original target drops to 0 Hit Points.

Always on

  • Fire Breath

    When Action

    Exhale destructive energy in a 15-foot cone. Each creature in the area makes a Dexterity saving throw, DC 8 + your Constitution modifier + your Proficiency Bonus, taking 1d10 fire damage on a failed save, or half as much on a successful one. You can use this once per Long Rest, or again by expending a spell slot of level 1 or higher.

  • SpellcastingLevel 2

    You have proficiency with martial weapons and can use a Druidic focus or a component pouch for your Ranger spells. You can prepare two Ranger spells at level 3, plus Hunter's Mark, which you always have prepared.

  • Deft ExplorerLevel 1

    You have expertise in Survival, doubling your Proficiency Bonus for checks made with that skill.

  • Favored EnemyLevel 1

    You always have Hunter's Mark prepared. You can cast it without expending a spell slot a number of times equal to your Wisdom modifier, regaining all expended uses when you finish a Long Rest. You also have advantage on Wisdom (Perception) checks to find or track a creature marked by the spell.

  • Fighting StyleLevel 2

    You gain a Fighting Style feat. Seshir has chosen the Dueling style, gaining a +2 bonus to damage rolls when wielding a melee weapon in one hand and no other weapons.

  • Ranger SubclassLevel 3

    You gain the Hunter subclass. You gain Hunter's Lore and choose a Hunter's Prey option.

  • Hunter's LoreLevel 3

    You know whether a creature you are tracking has any damage immunities, resistances, or vulnerabilities, and if so, what they are.

  • Hunter's Prey: Colossus SlayerLevel 3

    Once on each of your turns, when you hit a creature with a weapon attack, you can deal an extra 1d8 damage if that creature is missing any of its Hit Points.

  • Draconic AncestryDragonbornRed Dragonborn ancestry grants resistance to Fire damage.
  • DarkvisionDragonbornYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
  • Draconic FlightDragonbornBeginning at level 5, you can manifest spectral wings and gain a flying speed for a limited duration. This trait is not yet available at level 3.
  • Military RankSoldier

    You can regain free lodging and modest care at military encampments and the homes of former comrades, provided you identify yourself and are not wanted by the authorities. Soldiers who recognize your service will usually offer basic assistance, though they may expect news, favors, or a helping hand in return.

Spells

3 spells

Spellcasting. Seshir Adebayo casts with Wisdom (spell save DC 12, to hit with spell attacks).

1st level (3 slots): , ,

Gear

11 items

Weapons

  • 2×
    Shortsword
    A pair of light martial blades, each dealing 1d6 slashing damage.
  • Longbow
    A martial ranged weapon that deals 1d8 piercing damage and has a range of 150/600 feet.
  • Spear
    A simple spear used by Seshir as a patrol badge and emergency weapon.
  • 4×
    Javelin
    Balanced throwing weapons used during military drills.

Armor

  • Scale Mail
    Medium armor made from overlapping metal scales, with a maximum Dexterity bonus of +2.

Tools

  • Gaming Set
    A set of carved bone dice marked with the insignia of Seshir's former patrol.

Gear

  • Quiver
    A quiver holding ammunition for the longbow.
  • 20×
    Arrows
    Standard arrows suitable for a longbow.
  • Dungeoneer's Pack
    A pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
  • Healer's Kit
    A compact kit for treating wounds in the field.

Purse

  • 14×
    Gold Pieces
    Coins saved from military pay and odd jobs.

Appearance

Seshir is a powerfully built red-and-black Dragonborn with dark crimson scales broken by black bands along the jaw, shoulders, and ridged spine. His left eye is missing, replaced by a puckered scar that runs from brow to cheek. The remaining amber eye is sharp and perpetually watchful. His horns sweep backward in uneven pairs, one chipped near the tip, and his tail bears several old cuts. He wears battered scale mail beneath a charcoal traveling cloak, with red thread wound around the grip of his longbow as a quiet reminder of his lost patrol.

Mannerisms

Seshir turns his head slightly before speaking, compensating for the missing eye, and habitually positions himself with his blind side against a wall. He counts exits whenever he enters a room and taps two fingers against his bow grip when thinking.

Personality

Quietly observant and difficult to impress, Seshir speaks with blunt precision and remembers details other people overlook. He is patient with frightened animals, inexperienced soldiers, and children, but has almost no patience for decorated bullies. Beneath his guarded manner is a dry, unexpectedly gentle humor.

Ideals

Responsibility. A soldier's duty is to protect the people beneath the order, not the officer above it. If the command is wrong, disobedience is the honorable choice.

Bonds

I will find the officer who falsified the report of my patrol and force the truth into the open. The three soldiers I saved are my family, whether they want that burden or not.

Flaws

I assume every superior is hiding something, and I would rather sabotage a useful alliance than risk being betrayed again. When someone questions my judgment, I become cold, reckless, and determined to prove them wrong.

Quirks

Keeps the broken hook that took his eye wrapped in red cloth.
Names every campfire before extinguishing it, as if dismissing a sentry.
Leaves a single black scale beside the body of any monster that killed a soldier.
Whistles a three-note patrol signal when nervous.
Refuses to sleep with his blind side facing an open doorway.

Background

Seshir was raised among the ash-red Dragonborn families of a frontier garrison where every child learned to read tracks before they learned to read ledgers. He served first as a scout, then as a pursuit hunter, guiding patrols through ravines and salt marshes where raiders, beasts, and deserters all left the same kind of spoor. He became known for finding people who did not want to be found, and for returning with them alive whenever that was still possible. During a night ambush against a band of black-scaled marauders, Seshir was struck across the face by a hooked blade while covering the retreat of three younger soldiers. He killed the attacker, but lost his left eye and most of his faith in the officers who had sent the patrol into a trap. The official report called the defeat an unavoidable loss. Seshir knows it was a convenient lie. Now he travels as a ranger, hunting the surviving conspirators and the monsters that thrive wherever commanders value reputation over lives. He keeps the broken hook that took his eye, not as a trophy, but as evidence.

“He became known for finding people who did not want to be found, and for returning with them alive whenever that was still possible.”
From their backstory
Background
Soldier

Connections

Species

Dragonborn

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