Sheshvan Mtskheli
Sheshvan Mtskheli
Sheet
AC 16 · HP 28 · 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
19 featuresBonus action
- Polearm Master
When Attack action with a glaive, halberd, quarterstaff, or spear
When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage. While wielding one of these weapons, other creatures provoke an opportunity attack from you when they enter your reach.
- Second WindLevel 1
On your turn, you can use a bonus action to regain 1d10 + 3 hit points. Once used, you must finish a short or long rest before using it again.
Reaction
- Riposte
When When a creature misses you with a melee attack
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make one weapon attack against it. If you hit, add the die to the attack's damage roll.
- Combat SuperiorityLevel 3
You learn the Trip Attack, Menacing Attack, and Riposte maneuvers. Trip Attack can knock a creature prone after a weapon hit. Menacing Attack can frighten a creature after a weapon hit. Riposte lets you use your reaction to make a weapon attack when a creature misses you with a melee attack.
Always on
- Trip Attack
When After hitting a creature with a weapon attack
When you hit a creature with a weapon attack, expend one superiority die to attempt to knock the target down. Add the die to the attack's damage roll, and if the target is Large or smaller, it must succeed on a DC 13 Strength saving throw or fall prone.
- Menacing Attack
When After hitting a creature with a weapon attack
When you hit a creature with a weapon attack, expend one superiority die to attempt to frighten the target. Add the die to the attack's damage roll, and the target must succeed on a DC 13 Wisdom saving throw or be frightened of you until the end of your next turn.
- Fighting Style: DefenseLevel 1
You adopt the Defense fighting style. While wearing armor, you gain a +1 bonus to AC.
- Action SurgeLevel 2
On your turn, you can take one additional action. Once used, you must finish a short or long rest before using it again.
- Martial Archetype: Battle MasterLevel 3
You choose the Battle Master archetype. You learn three maneuvers and gain four superiority dice, which are d8s. You regain all expended dice when you finish a short or long rest. Your maneuver save DC is 13.
- Student of WarLevel 3
You gain proficiency with smith's tools.
- Ability Score IncreaseVariant Human+1 Strength and +1 Constitution.
- AgeVariant HumanHumans reach adulthood in their late teens and commonly live less than a century.
- AlignmentVariant HumanHumans tend toward no particular alignment.
- SizeVariant HumanMedium.
- SpeedVariant Human30 feet.
- FeatVariant HumanPolearm Master.
- Skill VersatilityVariant HumanProficiency in Acrobatics.
- Extra LanguageVariant HumanOrcish.
- Military RankSoldier
You have served in a military organization and can recognize its symbols, ranks, and customs. You can invoke your military experience to gain access to simple encampments, identify soldiers of allied forces, and obtain basic assistance from sympathetic members of your former command.
Gear
10 itemsWeapons
- HalberdA long-handled martial polearm with a broad axe blade, rear hook, and reinforced spike.
- HandaxeA compact military sidearm worn at the left hip.
Armor
- Black field harnessSteel breastplate worn over a black gambeson, with plate poleyns, plate vambraces, and a broad-brimmed capelina helmet. Mechanically treated as breastplate armor.
Gear
- Long black gambesonA black gambeson extending below the knees, quilted for warmth and protection beneath metal armor.
- Explorer's packA practical pack containing bedroll, mess kit, tinderbox, rations, rope, and other travel necessities.
- Insignia of rankA military insignia from the garrison where Sheshvan served.
- TrophyA brass die with one corner worn smooth, taken from the quartermaster who died during the retreat.
- Bone dice setA set of bone dice used for gambling and judging soldiers' honesty.
- Common clothesA collection of common clothing suitable for camp and travel.
Purse
- 10×Gold piecesMoney remaining from military pay and early guard work.
Appearance
A broad-shouldered human man with weathered olive skin, close-cropped dark hair, and a thick black beard kept short for helmet comfort. He wears a black gambeson that falls below the knees, visible beneath a practical steel breastplate, with matching plate poleyns over his knees and reinforced vambraces on both forearms. His capelina helmet has a broad, slightly battered brim and a faded blue cord tied around its base. He stands with most of his weight on the balls of his feet, as if perpetually judging distance to the nearest threat. A small brass gaming die hangs from his belt, polished nearly smooth on one corner from constant handling.
Mannerisms
When waiting, he rocks slightly from heel to toe and keeps his hands loosely near the halberd's haft. He measures doorways with a glance, checks the floor before sitting, and taps the worn corner of his brass die whenever someone mentions a military victory.
Personality
Quiet, observant, and unexpectedly gentle with frightened people. Sheshvan speaks in short practical sentences, but remembers small details about everyone in his company, such as who hates onions or who sleeps badly before a battle. He is more comfortable repairing straps and sharpening tools than making conversation, yet his dry comments often arrive at exactly the right moment.
Ideals
Duty belongs to the people who suffer under its consequences, not to the person who gives the order. A command that abandons the helpless has already forfeited its authority.
Bonds
The wounded survivors of the monastery are his true company. He sends part of every reward to maintain their refuge, and he will risk a great deal to protect anyone who reminds him of the soldiers left behind.
Flaws
He cannot abandon a wounded person, even when doing so would save everyone else. He also distrusts officers so deeply that he sometimes mistakes necessary command for cowardice or cruelty.
Quirks
Background
Sheshvan Mtskheli was raised in a highland border village where every family kept a polearm above the door and every child learned to read weather from the movement of ravens. His father repaired harness and his mother carried messages for a local garrison. Sheshvan joined that garrison not out of patriotism, but because he discovered that soldiers were the only people who asked him to stand in one place and watch carefully. He became known for holding narrow passes through sleet, fog, and night, using a halberd to control space rather than chase glory. During a disastrous withdrawal, Sheshvan's captain ordered the baggage animals abandoned and the wounded left behind. Sheshvan disobeyed, forming a retreating shield of spearpoints around the injured until civilians could bring them into an old monastery. His refusal saved lives, but cost him his rank. He left the army with his breastplate, his black gambeson, and a brass die given to him by a dying quartermaster who had always cheated at cards. Now he travels as a hired guard and reluctant adventurer, searching for the officer who issued that order and gathering proof that the abandoned soldiers were betrayed rather than defeated.
“His father repaired harness and his mother carried messages for a local garrison.”
- Background
- Soldier
Connections
Species
Variant Human
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