Seshir Baatash
Seshir Baatash
Sheet
AC 18 · HP 146 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
24 featuresAction
- Armored Assault
When When Seshir takes the Attack action
Seshir makes three weapon attacks as part of the Attack action.
- Extra AttackLevel 5
Seshir can make two attacks instead of one whenever they take the Attack action on their turn.
- Extra Attack IILevel 11
Seshir can make three attacks instead of one whenever they take the Attack action on their turn.
Bonus action
- Reactor Surge
When As a Bonus Action, when Seshir has a use of Second Wind available
Seshir regains 1d10 + 13 hit points.
- Action SurgeLevel 2
When On Seshir's turn, when a second burst of effort is needed
Seshir takes one additional action, except a Magic action.
- Second WindLevel 1
Seshir can regain hit points as a Bonus Action. They have three uses per Long Rest and regain one use after a Short Rest. Each use restores 1d10 + Fighter level hit points.
- Fighting Spirit of the Armor CoreLevel 1
Seshir can use Second Wind to regain hit points as a Bonus Action, and their three uses per Long Rest are tracked normally.
Reaction
- Tactical MindLevel 2
When When Seshir fails an ability check or saving throw and expends a use of Second Wind
Seshir adds 1d10 to a failed ability check or saving throw.
Always on
- Tactical ShiftLevel 5
When Immediately after using Second Wind
Seshir moves up to half their Speed without provoking Opportunity Attacks.
- Fighting Style: DefenseLevel 1
Choose a Fighting Style feat. Seshir has chosen Defense, gaining a +1 bonus to Armor Class while wearing armor.
- Weapon MasteryLevel 1
Seshir can use the mastery properties of three kinds of Simple or Martial weapons, chosen from weapons with which they are proficient. Their chosen weapons are Longsword, Light Crossbow, and Handaxe.
- IndomitableLevel 9
Seshir can reroll a failed saving throw and must use the new roll. They can use this feature once per Long Rest.
- Improved CriticalLevel 3
Seshir scores a Critical Hit on a roll of 19 or 20 when making an attack roll.
- Remarkable AthleteLevel 7
Seshir gains proficiency in one skill of their choice, or expertise in a skill in which they are already proficient. They gain a bonus to the initiative rolls of a number of creatures equal to their proficiency bonus whenever they roll initiative, but the bonus cannot exceed their Intelligence modifier. Seshir has expertise in Investigation and adds +4 to the initiative rolls of up to five allies.
- Heroic WarriorLevel 10
At the start of each turn in combat, Seshir gains Heroic Inspiration if they have none.
- Action Surge ImprovementLevel 2
Seshir can use Action Surge to take a Search, Study, Influence, or Utilize action in addition to its normal uses.
- Ability Score ImprovementLevel 4
Seshir has four Ability Score Improvement or feat opportunities from Fighter levels. Their final ability scores already include all selected increases. They selected feats or improvements at Fighter levels 4, 6, 8, and 12.
- DarkvisionElfSeshir can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- Elven Lineage, High ElfElfSeshir knows the Prestidigitation cantrip. After each Long Rest, they can replace it with a different Wizard cantrip.
- Fey AncestryElfSeshir has Advantage on saving throws to avoid or end the Charmed condition.
- Keen SensesElfSeshir has proficiency in the Perception skill.
- TranceElfSeshir does not need to sleep and can finish a Long Rest in 4 hours by entering a meditative trance.
- Elf Weapon TrainingElfSeshir has proficiency with the longsword, shortsword, shortbow, and longbow. These proficiencies are included within their weapon proficiencies.
- ResearcherSage
Researcher. Seshir can usually locate a willing scholar, librarian, scribe, or other learned person who can provide information about a specialized subject. Their Sage background also grants the Magic Initiate feat, choosing Wizard. Seshir knows the Mage Hand and Message cantrips and can cast Shield once per Long Rest without a spell slot. Intelligence is the spellcasting ability for these feat-granted spells.
Spells
4 spellsSpellcasting. Seshir Baatash casts with None ( to hit with spell attacks).
Cantrips (at will): , ,
1st level:
Gear
12 itemsWeapons
- LongswordA rune-etched one-handed martial weapon used as Seshir's primary weapon.
- Light crossbowCompact ranged weapon with a collapsible stock and a magitech loading guide.
- QuarterstaffA polished wooden quarterstaff used for field demonstrations and as a walking staff when the armor is inactive.
Armor
- Magitech chain mailA custom suit of reinforced magitech plate armor, mechanically represented by chain mail for starting-equipment rules. It includes a sealed arcane reactor, crystal lenses, brass conduits, and articulated shoulder plating.
- ShieldA reinforced shield fitted with a retractable arcane stabilizer. It bears the sigil of Seshir's observatory.
Tools
- Calligrapher's suppliesTools used to copy diagrams, repair labels, annotate relics, and prepare academic documents.
Gear
- 20×BoltsAmmunition for the light crossbow.
- Dungeoneer's packA versatile adventuring pack containing a bedroll, mess kit, tinderbox, torches, rations, rope, and other standard supplies.
- BookA scholarly reference book containing copied notes on ancient magitech.
- 8×ParchmentClean writing material for research notes and transcriptions.
- RobeA simple scholar's robe worn beneath or over the armor during formal visits.
Purse
- 8×Gold piecesLoose starting currency from the Sage background.
Appearance
Seshir is a tall, silver-haired High Elf with pale bronze skin, long pointed ears, and calm amber eyes marked by faint rings of blue light. Their magitech armor is built from overlapping plates of dark mithral, smoked crystal, and brass conduits. Tiny runes pulse beneath the armor's surface whenever they move, and a compact arcane reactor glows beneath the sternum. The armor has been repaired many times, leaving visible seams, mismatched plates, and handwritten maintenance marks in Elvish and Draconic. Seshir carries a rune-etched longsword and wears a weathered scholar's satchel over one armored shoulder.
Mannerisms
Seshir speaks softly and precisely, pausing before unfamiliar names as if checking their pronunciation against an internal index. They touch two fingers to the armor's sternum before making a difficult decision, and they habitually inspect hinges, buckles, and weapon edges while listening to conversation.
Personality
Seshir is patient, observant, and unfailingly courteous, even toward enemies who are trying to kill them. They prefer to understand a problem before acting, but once a conclusion is reached they move with startling decisiveness. They treat their magitech armor as both a research subject and a fellow traveler, frequently apologizing to it after taking damage.
Ideals
Knowledge must serve the living. A discovery that cannot be used responsibly should be sealed, destroyed, or entrusted only to someone willing to bear its consequences.
Bonds
The observatory that raised Seshir still stands behind sealed doors, and they will risk almost anything to recover its stolen records and protect its surviving scholars.
Flaws
Seshir cannot leave a mysterious mechanism, inscription, or malfunctioning device alone, even when doing so would be safer. They also conceal how much the armor's voice frightens them, and may become cold or evasive when asked whether they are certain the suit is truly under their control.
Quirks
Background
Seshir was born in a secluded High Elf observatory where generations of sages studied the boundary between living thought and constructed magic. They were expected to become a historian, but their attention was captured by a ruined suit of magitech armor recovered from a battlefield beneath an extinct sky fortress. The armor was not merely enchanted. It contained layered command logic, self-repairing alloys, and a dormant intelligence that responded to Elvish speech. Seshir spent decades translating its inscriptions, reconstructing its power system, and learning the practical arts of war needed to test it safely. When the observatory was attacked by relic hunters seeking the armor's core, Seshir sealed the archive and wore the unfinished suit into battle. The armor saved their life, but its reactor awakened with a fragmentary memory of a forgotten war. Since then, Seshir has traveled as a scholar-knight, pursuing lost workshops, battlefield ruins, and surviving witnesses. They fight to keep dangerous technology out of the hands of tyrants, while quietly searching for the intelligence within the armor and wondering whether it is a companion, a prisoner, or a weapon waiting to remember its orders.
“It contained layered command logic, self-repairing alloys, and a dormant intelligence that responded to Elvish speech.”
- Background
- Sage
Connections
Species
Elf
Media
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