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Seshra - AI-generated fantasy Character

Seshra

Tiefling · Rogue · Level 2 · Urchin

Seshra

Seshra is observant, dryly funny, and relentlessly practical.
AC13
HP19/19
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 19 · 30 ft.
AlignmentChaotic NeutralGenderFemaleAge24 years
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' tools,
Disguise kit

Languages

Common,
Infernal,
Thieves' Cant

Features

9 features

Bonus action

  • Cunning ActionLevel 2

    When On Seshra's turn when she needs sudden speed, a safe withdrawal, or concealment.

    Seshra uses a bonus action to Dash, Disengage, or Hide.

Always on

  • Exploit an Opening

    When Seshra hits with a finesse or ranged weapon attack and has advantage, or an enemy of the target is within 5 feet of it without disadvantage.

    Seshra makes one weapon attack with a finesse or ranged weapon against a target that meets the Sneak Attack conditions, adding 1d6 damage once per turn on a hit.

  • ExpertiseLevel 1

    Seshra gains proficiency with thieves' tools. She also gains expertise in two of her skill proficiencies or tool proficiencies, doubling her proficiency bonus for checks using them. Her expertise applies to Stealth and thieves' tools.

  • Sneak Attack, 1d6Level 1

    Once per turn, Seshra deals an extra 1d6 damage when she hits a target with a finesse or ranged weapon attack while she has advantage, or when another enemy of the target is within 5 feet of it and Seshra does not have disadvantage on the attack.

  • Thieves' CantLevel 1

    Seshra knows the secret language of rogues, including coded speech, signs, and symbols used to conceal messages.

  • DarkvisionTieflingSeshra can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. She cannot discern color in darkness, only shades of gray.
  • Hellish ResistanceTieflingSeshra has resistance to fire damage.
  • Infernal LegacyTieflingSeshra knows the thaumaturgy cantrip. Charisma is her spellcasting ability for this trait.
  • City SecretsUrchin

    Seshra knows the secret patterns of alleys, rooftops, sewer entrances, and other hidden routes through the city. She can find food and basic shelter for herself and companions in an urban environment, unless directly threatened or magically restricted.

Spells

1 spell

Spellcasting. Seshra casts with Charisma (spell save DC 12, to hit with spell attacks).

Cantrips (at will):

Gear

11 items

Weapons

  • Rapier
    A light, finely balanced melee weapon with a narrow blade.
  • Shortbow
    A ranged weapon suitable for skirmishing, with a quiver containing 20 arrows.
  • 2×
    Dagger
    Small blades useful for combat, cutting cord, and intimidation.

Armor

  • Leather Armor
    Light protective armor made from layered leather.

Tools

  • Thieves' Tools
    Lock picks, tension tools, small files, and other instruments for opening locks and disabling traps.

Gear

  • 20×
    Arrows
    Arrows carried in a leather quiver.
  • Burglar's Pack
    A compact pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
  • Small Knife
    A small knife, a keepsake from Seshra's childhood street life.
  • Map of the City
    A hand-drawn map of the city where Seshra grew up, including alleys, rooftops, sewer routes, and safe houses.
  • Pet Mouse
    A tiny gray mouse named Nettle, kept in a simple ventilated wooden box when traveling.

Purse

  • 10×
    Gold Pieces
    Loose coins saved from street work and small jobs.

Appearance

Seshra is a broad-shouldered tiefling woman with deep umber-red skin, swept-back black hair, and curling charcoal horns polished smooth at the tips from years of absent-minded handling. Her yellow-gold eyes are alert and calculating. She wears a poorly fitted leather cuirass over a patched gray shirt, with careful rows of tiny repairs visible at the cuffs. A faded blue scarf is wrapped twice around her throat, the one possession she keeps immaculately clean. Before speaking, she usually pauses, draws a quiet breath through her teeth, and clears her throat as if preparing to bargain with the whole room.

Mannerisms

She pauses before answering, inhales softly through her teeth, and clears her throat when suspicious or embarrassed. She checks the position of every exit without appearing to look. When thinking, she rubs the edge of her blue scarf between finger and thumb.

Personality

Seshra is observant, dryly funny, and relentlessly practical. She notices who is watching the door, who has clean boots, and who is pretending not to be afraid. She dislikes grand speeches but enjoys a precise lie delivered at exactly the right moment. Beneath her guarded manner, she has a fierce instinct to protect people who are ignored, exploited, or spoken over.

Ideals

Freedom. No law, guild, noble, or god owns the right to decide where a person may stand or what they may become.

Bonds

The blue scarf and bent brass key left by Dima are the closest things Seshra has to family. She will risk herself to protect street children, informants, and anyone being crushed by a powerful person who assumes poverty makes them disposable.

Flaws

Seshra assumes every offer has a hidden hook and every kindness is an investment. She cannot resist proving that a locked door, guarded secret, or smug authority figure can be defeated. When frightened, she becomes sharper and more reckless instead of admitting she needs help.

Quirks

Names every stray animal she meets before deciding whether to feed it.
Keeps bent keys and broken lock picks in a pouch as reminders of mistakes.
Counts steps between important doors and windows.
Leaves a single blue thread near a safe place as a sign for other street survivors.

Background

Seshra grew up beneath the market bridges of a crowded river city, where children learned quickly which watchmen took bribes, which bakers left yesterday's loaves near the back door, and which gutters were deep enough to hide in. Her horns and infernal appearance made adults suspicious, but suspicion was useful when it made people underestimate her. She survived by carrying messages, lifting purses from careless merchants, and memorizing every lane, drain, and locked service door in her district. An older street child named Dima taught her the thieves' cant and gave her the blue scarf she still wears. As she grew older, Seshra became less interested in stealing bread and more interested in stealing leverage. She began breaking into countinghouses, not for their coins, but for ledgers that exposed the people who profited from starving the poor. One night she found Dima's name in a debt register belonging to a powerful smuggler. Dima vanished before Seshra could reach him, leaving behind only a bent brass key and a warning scratched into a wall. Seshra now travels as a rogue, following rumors of the smuggler's network while taking whatever work lets her move freely, gather secrets, and make sure no child in a city has to depend entirely on someone else's mercy.

“Her horns and infernal appearance made adults suspicious, but suspicion was useful when it made people underestimate her.”
From their backstory
Background
Urchin

Connections

Species

Tiefling

Media

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