Sahim Veshar
Sahim Veshar
Sheet
AC 20 · HP 204 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
44 featuresBonus action
- Rally
When As a bonus action
As a bonus action, Sahim can expend a superiority die to bolster an ally who can see or hear him. The ally gains temporary hit points equal to the die roll plus 5.
- Second WindLevel 1
On his turn, Sahim can use a bonus action to regain 1d10 + 20 hit points. He must finish a short or long rest before using this feature again.
Always on
- Distracting Strike
When After hitting a creature with a weapon attack
When Sahim hits a creature with a weapon attack, he can expend a superiority die to distract it. The next attack roll against that target by an ally other than Sahim has advantage if made before the start of Sahim’s next turn. The attack adds the superiority die to its damage.
- Riposte
When A creature misses Sahim with a melee attack
When an enemy attacks an ally within 5 feet of Sahim, he can use his reaction and expend a superiority die to make one weapon attack against that enemy if it is within reach.
- Parry
When Sahim is hit by a melee attack
When Sahim is hit by a melee attack, he can use his reaction and expend a superiority die to reduce the damage by the die roll plus 5.
- Precision Attack
When Before or after making a weapon attack roll
When Sahim makes a weapon attack, he can expend a superiority die to add it to the attack roll, potentially turning a miss into a hit.
- Menacing Attack
When After hitting a creature with a weapon attack
When Sahim hits a creature with a weapon attack, he can expend a superiority die to frighten it until the end of his next turn unless it succeeds on a DC 19 Wisdom saving throw.
- Goading Attack
When After hitting a creature with a weapon attack
When Sahim hits a creature with a weapon attack, he can expend a superiority die to goad it. The target has disadvantage on attack rolls against creatures other than Sahim until the end of Sahim’s next turn unless it succeeds on a DC 19 Wisdom saving throw.
- Maneuvering Attack
When After hitting a creature with a weapon attack
When Sahim hits a creature with a weapon attack, he can expend a superiority die to reposition one ally who can see or hear him. The ally can move up to half its speed without provoking opportunity attacks from the target.
- Commander's Strike
When When taking the Attack action
When Sahim takes the Attack action, he can forgo one attack and direct an ally to use its reaction to make one weapon attack, adding the superiority die to the attack’s damage.
- Bait and Switch
When When moving adjacent to a willing creature
When Sahim makes an attack, he can expend a superiority die to exchange positions with a willing creature within 5 feet, adding the die to the creature’s AC until the start of Sahim’s next turn.
- Tactical Assessment
When Before making an Intelligence, Wisdom, or Charisma check
Sahim can expend a superiority die to add it to an Intelligence, Wisdom, or Charisma check, representing practical battlefield analysis and quiet observation.
- Fighting Style: DefenseLevel 1
Choose Defense as a Fighting Style. While wearing armor, Sahim gains a +1 bonus to AC.
- Action SurgeLevel 2
Once per short or long rest, Sahim can take one additional action on his turn. At 17th level, he can use Action Surge twice between rests, but only once on the same turn.
- Martial Archetype: Battle MasterLevel 3
Sahim becomes a Battle Master. He gains superiority dice, maneuver options, and the ability to use Intelligence checks to learn an enemy’s capabilities through Know Your Enemy.
- Combat SuperiorityLevel 3
Sahim gains four d12 superiority dice, which fuel his maneuvers. He regains all expended dice after a short or long rest. He knows nine maneuvers: Commander's Strike, Distracting Strike, Goading Attack, Maneuvering Attack, Menacing Attack, Parry, Precision Attack, Riposte, and Rally. His maneuver save DC is 19.
- Student of WarLevel 3
Sahim gains proficiency with one type of artisan’s tools, weaver’s tools, reflecting his practical village upbringing.
- Know Your EnemyLevel 3
Sahim can spend one minute observing or interacting with a creature outside combat to learn whether it is superior, equal, or inferior to him in two of the following categories: Strength score, Dexterity score, Constitution score, AC, current hit points, total class levels if any, or fighter class levels if any.
- Ability Score ImprovementLevel 4
Increase Sahim’s Strength by 2, raising it to 17.
- Extra AttackLevel 5
Sahim can attack twice whenever he takes the Attack action on his turn.
- Ability Score ImprovementLevel 6
Increase Sahim’s Strength by 2, raising it to 19.
- Know Your Enemy and Improved Combat SuperiorityLevel 7
Sahim’s superiority dice increase to five d12s, and he learns two additional maneuvers: Bait and Switch and Tactical Assessment.
- Ability Score ImprovementLevel 8
Increase Sahim’s Strength by 1 and Constitution by 1, raising them to 20 and 15.
- IndomitableLevel 9
Once per long rest, Sahim can reroll a failed saving throw. At 13th level, he can use this feature twice between long rests, and at 17th level, three times.
- Additional Maneuver TrainingLevel 10
Sahim gains proficiency with weaver’s tools if he did not already possess it, and his battlefield training is represented by his expanded Battle Master techniques.
- Extra Attack (2)Level 11
Sahim can attack three times whenever he takes the Attack action on his turn.
- Ability Score ImprovementLevel 12
Increase Sahim’s Dexterity by 2, raising it to 18.
- Indomitable (2 Uses)Level 13
Sahim gains a second use of Indomitable between long rests.
- Ability Score ImprovementLevel 14
Increase Sahim’s Dexterity by 2, raising it to 20.
- RelentlessLevel 15
Sahim’s superiority dice increase to six d12s. He also gains Relentless, allowing him to regain one expended superiority die when he roll initiative and has none remaining.
- Ability Score Improvement: Resilient (Wisdom)Level 16
Sahim gains proficiency in Wisdom saving throws through disciplined mental training and battlefield awareness.
- Indomitable (3 Uses)Level 17
Sahim gains a third use of Indomitable between long rests and a second use of Action Surge between rests.
- Improved Combat SuperiorityLevel 18
Sahim’s superiority dice are d12s, representing the peak of his tactical mastery. He also gains the Battle Master’s final advanced maneuver training.
- Ability Score Improvement: ToughLevel 19
Sahim gains the Tough feat, increasing his hit point maximum by 40.
- Extra Attack (3)Level 20
Sahim can attack four times whenever he takes the Attack action on his turn.
- Ability Score IncreaseVariant Human+1 Strength and +1 Dexterity.
- 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.
- LanguagesVariant HumanCommon and one additional language, Persian.
- FeatVariant HumanHealer.
- VersatileVariant HumanSahim gains proficiency with weaver’s tools.
- Rustic HospitalityFolk Hero
Sahim is known among common people as a defender of ordinary households. He can find a place to hide, rest, or recover among commoners, who will shelter him from the law or other threats unless he has shown himself dangerous to them.
Gear
13 itemsWeapons
- LongswordA finely balanced longsword used with either one or two hands.
- Light crossbowA practical light crossbow for ranged combat.
Armor
- Plate armorHighly protective armor, worn over quilted linen padding and a leather underlayer.
- ShieldA sturdy shield bearing Neshara’s stitched sunburst emblem.
Tools
- Weaver’s toolsA compact leather tool roll containing needles, thread, scraps of cloth, and a small wooden shuttle.
- Artisan and traveler’s toolsA simple iron cooking pot, shovel, iron skillet, and common utensils used during village life.
Gear
- 20×Crossbow boltsBolts for the light crossbow.
- Common clothesA set of common clothes made from linen and soft leather.
- Folk hero equipmentA shovel, iron pot, an iron cooking pan, and a set of common clothes, representing the Folk Hero starting package.
- Belt pouchA purse containing the modest savings Sahim earned before becoming an adventurer.
- Rustic keepsakeA small token from Sahim’s home village, carried as a reminder of the people he protects.
- Healer’s kitA healer’s kit containing ten uses for stabilizing creatures at 0 hit points.
- Engagement ringA plain silver engagement ring wrapped in a strip of blue linen when not worn.
Appearance
Sahim is a handsome human man of medium height, with dark, observant eyes, short wavy black hair, and a neatly kept short stub beard. He has a lean, capable build rather than an overly muscular one. His everyday clothing is made of soft linen and well-fitted leather, usually in muted brown, cream, and deep blue. In battle, he wears polished plate armor beneath a weathered leather surcoat, carrying a shield marked with a small stitched sunburst, the personal emblem of his healer fiancee.
Mannerisms
Sahim speaks softly even in dangerous situations, often lowering his voice when everyone else begins shouting. Before a fight, he checks the buckles on the nearest ally’s armor. When thinking, he rubs his thumb over his engagement ring and arranges nearby objects into neat parallel lines.
Personality
Sahim is gentle, attentive, and difficult to provoke. He remembers small details about people, such as which hand they favor or whether they take honey in their tea. In battle, his kindness becomes precise rather than soft. He places himself between danger and others, gives calm instructions, and treats frightened companions with the same patience he would offer an injured animal. He dislikes grand speeches, but he has a dry sense of humor that appears at the worst possible moment.
Ideals
Protection is not domination. The strong should make room for the vulnerable to stand beside them, not place them beneath their protection.
Bonds
Neshara, his magician fiancee, is the person he trusts most. He will cross any battlefield to reach her, but he refuses to let his devotion turn her into someone he must possess or rescue. He also feels responsible for the river village that first taught him courage.
Flaws
Sahim takes responsibility for disasters that are not truly his fault. He is slow to abandon a doomed plan once he has promised to see it through, and he sometimes mistakes quiet endurance for emotional honesty. He also becomes uncharacteristically jealous when someone treats Neshara as a tool rather than a person.
Quirks
Background
Sahim Veshar was raised in a river village where his family repaired carts, harnesses, and farm tools. He learned early that strength was most useful when it made someone else’s burden lighter. During a season of floods, a band of raiders came downriver, and Sahim organized the villagers into a defense using fishing spears, wagon boards, and ropes. He never became famous for killing the raiders. He became known for standing in the right place, giving clear instructions, and carrying the injured to safety afterward. That was the beginning of his life as a warrior. Years later, Sahim met Neshara, a traveling magician who used restorative magic to treat plague victims and wounded soldiers. She was brilliant, impatient with fools, and entirely willing to scold Sahim while mending his broken ribs. Their affection grew through long nights spent tending the sick, and they became engaged after Sahim returned from a campaign with a ring hidden inside a bandage roll. Sahim now fights as a Battle Master, treating combat as a language of timing, positioning, and protection. He is searching for the lost infirmary where Neshara once studied, a place rumored to contain a healing rite powerful enough to save entire communities. He hopes to return with the knowledge before their wedding, though Neshara insists that surviving the journey matters more than making a grand gesture.
“He learned early that strength was most useful when it made someone else’s burden lighter.”
- Background
- Folk Hero
Connections
Species
Variant Human
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