Seshra Hesth
Seshra Hesth
Sheet
AC 18 · HP 9 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
12 featuresAlways on
- Cure Wounds
When When a touched creature needs healing
Seshra presents her holy symbol and invokes the blessing of life. The target regains 1d8 plus 3 hit points.
- SpellcastingLevel 1
As a full spellcaster, Seshra has three 1st-level spell slots. She can prepare a number of cleric spells equal to her Wisdom modifier plus her cleric level.
- Divine DomainLevel 1
Seshra chooses Life as her Divine Domain. She gains domain features and domain spells. Life Domain spells are always prepared and do not count against her prepared spells.
- Bonus ProficiencyLevel 1
Seshra gains proficiency with heavy armor.
- Disciple of LifeLevel 1
When Seshra casts a spell of 1st level or higher that restores hit points to a creature, the creature regains additional hit points equal to 2 plus the spell's level.
- DarkvisionDwarf, Hill DwarfSeshra can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, treating darkness as dim light.
- Dwarven ResilienceDwarf, Hill DwarfSeshra has advantage on saving throws against poison and resistance to poison damage.
- Dwarven Combat TrainingDwarf, Hill DwarfSeshra is proficient with the battleaxe, handaxe, light hammer, and warhammer.
- Dwarven ToughnessDwarf, Hill DwarfHer hit point maximum increases by 1.
- StonecunningDwarf, Hill DwarfWhenever Seshra makes an Intelligence (History) check related to the origin of stonework, she is considered proficient in the History skill and adds double her proficiency bonus to the check.
- Dwarven SpeedDwarf, Hill DwarfHer walking speed is not reduced by wearing heavy armor.
- DiscoveryHermit
Seshra has spent years in secluded contemplation and retains a discovery of great spiritual significance. She can communicate the meaning of her discovery to others, though its full consequences are not yet clear.
Spells
7 spellsSpellcasting. Seshra Hesth casts with Wisdom (spell save DC 13, to hit with spell attacks).
Cantrips (at will): , ,
1st level (3 slots): , , ,
Gear
12 itemsWeapons
- MaceA one-handed bludgeoning weapon with a square iron head.
- Light crossbowA ranged weapon with a case of ammunition.
Armor
- Chain mailProtective metal armor made of interlocking rings.
- ShieldA sturdy shield bearing a simple sunburst and root motif.
Tools
- Herbalism kitA kit for identifying, preparing, and preserving medicinal plants.
Gear
- 20×Crossbow boltsBolts suitable for the light crossbow.
- Priest's packA kit containing a backpack, bedroll, mess kit, tinderbox, torches, rations, and a waterskin.
- Holy symbolA wooden holy symbol carved with intertwined roots and rays of sunlight.
- Scroll case of notesA case containing Seshra's botanical notes and spiritual observations.
- Winter blanketA thick blanket suited to cold mountain nights.
- Common clothesPlain, serviceable travel clothing.
Purse
- 5×Gold piecesMoney saved during her years of solitude.
Appearance
Seshra is a broad-shouldered hill dwarf woman with russet-brown skin, thick dark hair braided with small brass prayer rings, and a carefully maintained beard that frames her jaw in a soft, unusual crescent. She wears practical chain mail beneath a weathered gray-green cloak, with a polished wooden holy symbol fastened at her throat. She takes up more space than she realizes, standing squarely in doorways and sitting as though every bench was built for her. Within a minute of meeting her, most people notice the clean, sharp scent of crushed rosemary and lamp oil that clings to her clothes from years of tending herbs and shrine lamps.
Mannerisms
She plants both feet firmly before speaking, as though bracing against a cave-in. When thinking, she rubs the brass rings in her beard and quietly counts backward from nine. She addresses wounded animals with the same solemn courtesy she gives priests and nobles.
Personality
Seshra is patient, direct, and deeply attentive to suffering. She listens without interrupting, remembers small details about people's ailments, and offers practical help before offering advice. Her warmth is quiet rather than effusive, but once she accepts someone into her circle, she becomes fiercely protective. She has a dry sense of humor and occasionally delivers gentle observations with such solemnity that listeners do not realize they were jokes until several seconds later.
Ideals
Mercy is not weakness. The purpose of strength is to make survival possible for someone who has none left.
Bonds
The hill-dwarf settlement that raised her is her family, whether its people welcome her back or not. She also guards the old growth-ring pattern, believing it may hold the key to saving generations yet unborn.
Flaws
She assumes that endurance is a virtue everyone can afford, and she can become impatient with people who need reassurance before taking action. Once she believes a course is morally right, persuasion becomes nearly impossible and compromise feels dangerously close to betrayal.
Quirks
Background
Seshra was born beneath the low, warm halls of a hill-dwarf settlement where every family kept a shrine niche beside its hearth. She was never suited to delicate work. She broke combs, cracked cups, and once knocked an entire shelf of pickled roots into a visiting thane. What she possessed instead was patience. She could sit beside a fevered miner through an entire night, counting breaths and whispering blessings until the danger passed. An elderly priest of the Life domain recognized that steadiness and taught her the healing rites of the temple. After a winter sickness swept through the settlement, Seshra withdrew to a lonely herb garden in the highlands, seeking an answer to why some prayers seemed to reach the gods while others vanished into stone. During seven years of isolation, she discovered an ancient pattern in the growth rings of a dead ash tree, a symbol matching markings found in the oldest records of her clan. She believes it describes a place where life was deliberately extinguished and can perhaps be restored. Her quiet retreat ended when she realized the pattern was changing. Now she travels with chain mail, shield, herbs, and an inconveniently large capacity for hope, determined to find the source of the blight before it reaches home.
“She broke combs, cracked cups, and once knocked an entire shelf of pickled roots into a visiting thane.”
- Background
- Hermit
Connections
Species
Dwarf, Hill Dwarf
Media
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