Skip to content
CreatePricing
Sheshira Mhando - AI-generated fantasy Character

Sheshira Mhando

Half-Elf · Warlock 1 / Bard 3 (College of Swords / The Hexblade) · Level 4 · Sailor

Sheshira Mhando

Charming, evasive, and theatrically confident, Sheshira treats danger as a social inconvenience that can be negotiated with enough eye contact and well-timed nonsense.
AC18
HP35/35
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 35 · 30 ft.
AlignmentChaotic NeutralGenderMaleAge32 years
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • InsightWIS
  • InvestigationINT
  • PerceptionWIS
  • PersuasionCHA
  • Sleight of HandDEX
  • StealthDEX

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords,
Martial weapons from Hexblade multiclass proficiency

Tools

Navigator's tools,
Vehicles, water,
Three musical instruments: lute, drum, and viol

Languages

Common,
Elvish,
Infernal

Features

22 features

Bonus action

  • Hexblade's CurseLevel 1

    When Bonus action

    As a bonus action, curse one creature within 30 feet for 1 minute. You gain +2 damage against it, critical hit on 19 or 20, and regain 6 hit points when it dies.

Always on

  • Blade FlourishLevel 3

    When Hit with a one-handed weapon attack

    When you hit with a one-handed weapon attack and expend Bardic Inspiration, add the die roll to damage and either gain the result as AC until your next turn, move the target up to 5 feet plus the die roll, or damage another creature within 5 feet of the target.

  • Hex and Curse Strike

    When Hit a cursed or hexed target

    When a creature is marked by the hex spell or Hexblade's Curse, deal an additional 1d6 necrotic damage to it once per turn.

  • Fey AncestryLevel 1

    You have advantage on saving throws against being charmed, and magic cannot put you to sleep.

  • DarkvisionLevel 1

    You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.

  • Bard ProficienciesLevel 1

    You gain proficiency with light armor, simple weapons, hand crossbows, longswords, rapiers, and shortswords. You also gain proficiency in three skills of your choice.

  • Bardic InspirationLevel 1

    You can inspire an ally within 60 feet who can hear you. The ally gains one Bardic Inspiration die, a d6, usable within 10 minutes to add to one ability check, attack roll, or saving throw.

  • SpellcastingLevel 1

    You can cast bard spells using Charisma. You know two bard cantrips and four bard spells, and you can use a musical instrument as a spellcasting focus.

  • Jack of All TradesLevel 2

    You regain expended Bardic Inspiration when you finish a short or long rest.

  • Half-Elf Versatility and Fey AncestryLevel 1

    You gain proficiency in two skills of your choice. You have advantage on saving throws against being frightened, and magic cannot put you to sleep.

  • Pact MagicLevel 1

    You can cast warlock spells using Charisma. You know two warlock cantrips and two warlock spells, and you regain your warlock spell slot after a short or long rest.

  • Hex WarriorLevel 1

    You gain proficiency with medium armor, shields, and martial weapons. When you finish a long rest, you can touch one weapon you are proficient with and use Charisma instead of Strength or Dexterity for its attack and damage rolls. You can also use this weapon as your spellcasting focus.

  • Eldritch InvocationsLevel 2

    You learn two eldritch invocations. You know Agonizing Blast and Devil's Sight.

  • Fighting Style, DuelingLevel 3

    You adopt the Dueling fighting style. While wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls.

  • College of SwordsLevel 3

    You choose the College of Swords as your bardic college. You gain proficiency with medium armor and the ability to use a weapon as a spellcasting focus.

  • The Hexblade PatronLevel 1

    Your patron is an enigmatic sentient weapon or force associated with the Shadowfell. Its influence manifests through your black iron talisman and the impossible movements of your blade.

  • TraitHalf-ElfDarkvision 60 ft.
  • TraitHalf-ElfFey Ancestry, advantage on saving throws against being charmed
  • TraitHalf-ElfMagic cannot put you to sleep
  • TraitHalf-ElfTwo additional skill proficiencies
  • TraitHalf-ElfTwo additional languages
  • Ship's PassageSailor

    You can secure free passage on sailing ships for yourself and your companions, usually in exchange for occasional work or a share of profits. You know the customs, routines, and practical dangers of life aboard a vessel.

Spells

12 spells

Spellcasting. Sheshira Mhando casts with Charisma (spell save DC 14, to hit with spell attacks).

Cantrips (at will): , , ,

1st level (4 slots): , , , ,

2nd level (3 slots): , ,

Gear

11 items

Weapons

  • Rapier
    A rapier designated as the weapon bonded to the Hexblade's power
  • Shortsword
    A second light blade used for feints, flourishes, and close quarters fighting
  • Hand crossbow
    A hand crossbow with 20 bolts

Armor

  • Shield
    A shield painted with a stylized white gull
  • Scale mail
    Scale mail worn beneath a weatherproof coat

Tools

  • Lute
    A lute with a cracked body and unusually resonant strings
  • Navigator's tools
    A navigator's tools set used to chart tides and hidden channels

Gear

  • Sailor's gear
    A belaying pin, fishing line, and a small net
  • Black iron talisman
    A lucky charm taken from the wreck of the Morning Eel
  • Fine clothes
    A set of fine clothes hidden beneath several less respectable outfits

Purse

  • Coin purse
    A pouch containing 25 gp

Appearance

A lean, weathered half-elf with sun-browned skin, sharp green-gray eyes, and long black hair threaded with silver beads. His pointed ears are decorated with tiny brass rings. He wears a salt-stained blue coat over scale mail, a red sash, polished boots, and a battered tricorn hat marked by a single white gull feather. His rapier is elegantly balanced, while a black iron talisman hangs at his throat, coldly humming with the presence of his otherworldly patron.

Mannerisms

Sheshira speaks as though every conversation is a toast, a negotiation, or a confession delivered to an invisible audience. He adjusts his hat before making a dangerous promise, taps twice on wood before entering a room, and gives his sword a quiet apology whenever he draws it.

Personality

Charming, evasive, and theatrically confident, Sheshira treats danger as a social inconvenience that can be negotiated with enough eye contact and well-timed nonsense. Beneath the swagger is a fiercely observant sailor who notices every exit, loose floorboard, and change in the wind.

Ideals

Freedom. No captain, king, god, or weapon owns me. Every chain has a weak link, and I intend to be the one who finds it.

Bonds

The crew of the ship Morning Eel vanished because of a decision I made, and I will find their survivors or learn the truth of their fate. I also refuse to let my patron claim the ship's lost logbook.

Flaws

I cannot resist a wager, especially when the sensible choice would be to walk away. I lie reflexively when the truth would be safer, and I become reckless whenever anyone suggests that my success was merely luck.

Quirks

Names every ship he boards, even if it already has a name.
Keeps a running tally of favors owed to him and favors he owes the sea.
Refuses to sleep with his boots facing the door.
Whistles a three-note melody whenever his patron is listening.

Background

Sheshira was born aboard a merchant vessel whose captain believed that a half-elf with a silver tongue was worth more than a full crew of ordinary sailors. His human mother taught him the language of ports, wagers, and weather signs, while his elven father taught him patience, music, and the dangerous habit of asking what lies beyond the horizon. Sheshira became a sailor before he was old enough to sign his own name, first as a cabin boy, then as a navigator, cardsharp, and occasional voice of reason, though he rarely admits to the last position. During a mutiny in a drowned temple beneath the sea, Sheshira found a black iron blade embedded in an altar. The weapon had no edge, yet it whispered promises through the tides. It offered him power in exchange for carrying its influence into the world, and Sheshira accepted before asking what the price would be. Since then, his songs have carried unnatural force, his sword moves as if guided by a second hand, and the blade occasionally points toward places he has no wish to visit. He now seeks a legendary island said to contain the lost logbook of his first captain, believing it holds the truth about the pact, the mutiny, and the reason the sea keeps calling him by a name he has never used.

“During a mutiny in a drowned temple beneath the sea, Sheshira found a black iron blade embedded in an altar.”
From their backstory
Background
Sailor

Connections

Species

Half-Elf

Media

0 images

No images yet.

Visual sheet

Turn Sheshira Mhando into a sheet

A high-res, share-ready sheet you can post or print.