Saheshi Mzitho
Saheshi Mzitho
Sheet
AC 16 · HP 38 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalCHA
Armor
Weapons
Tools
Languages
Features
23 featuresAction
- Channel Divinity, Turn UndeadLevel 2
As an action, Saheshi presents her holy symbol and each undead within 30 feet that can see or hear her must make a Wisdom saving throw. A failed creature is turned for 1 minute or until it takes damage.
- Channel Divinity, Preserve LifeLevel 2
As an action, Saheshi presents her holy symbol and restores a total number of hit points equal to five times her cleric level, divided among creatures within 30 feet. This cannot restore a creature above half its hit point maximum and cannot affect undead or constructs.
Bonus action
- Spiritual Weapon
When A dangerous enemy is within 60 feet.
Saheshi summons a floating weapon of divine force that strikes nearby enemies as a bonus action.
Always on
- Sacred Flame
When An enemy is within 60 feet and visible.
Saheshi calls on divine radiance to scorch a creature she can see within 60 feet. The target must make a Dexterity saving throw or take 1d8 radiant damage.
- Guidance
When An ally is about to attempt an ability check.
Saheshi invokes her god's favor, granting one creature advantage on its next ability check before the spell ends.
- Turn Undead
When Undead creatures are within 30 feet and can see or hear her.
Saheshi releases a flash of holy energy against an undead creature, forcing it to make a Wisdom saving throw or flee.
- Cure Wounds
When An ally within touch range is injured.
Saheshi restores an injured ally with healing magic, adding her Life Domain bonus to the healing.
- SpellcastingLevel 1
Saheshi is a 5th-level spellcaster. Wisdom is her spellcasting ability. She can prepare cleric spells after a long rest and use a holy symbol as a spellcasting focus.
- CantripsLevel 1
Saheshi can use a holy symbol to cast the light, sacred flame, and thaumaturgy cantrips. Her cleric cantrips known are guidance, sacred flame, and thaumaturgy.
- Divine Domain, Life DomainLevel 1
Saheshi's divine domain is Life. She gains proficiency with heavy armor, and whenever she restores hit points with a spell of 1st level or higher, the target regains additional hit points equal to 2 plus the spell's level.
- Channel Divinity, 1/restLevel 2
Saheshi can use Channel Divinity once between rests. She can use it to Turn Undead or to preserve life through her Life Domain feature.
- Ability Score ImprovementLevel 4
Saheshi can choose one ability score to increase by 2, or two ability scores to increase by 1. She has used this improvement to increase Wisdom from 15 to 16 after applying her human ability bonuses.
- Destroy Undead, CR 1/2Level 5
When Saheshi uses Turn Undead, an undead of challenge rating 1/2 or lower is destroyed immediately if it fails its saving throw.
- Life Domain SpellsLevel 1
Saheshi's Life Domain spells are always prepared and do not count against the number of cleric spells she can prepare. Her domain spells are bless, cure wounds, lesser restoration, spiritual weapon, beacon of hope, and revivify.
- Disciple of LifeLevel 1
When Saheshi casts a spell of 1st level or higher to restore hit points, the target regains additional hit points equal to 2 plus the spell's level.
- Ability Score IncreaseHumanEach ability score increases by 1.
- AgeHumanHumans reach adulthood in their late teens and commonly live less than a century.
- AlignmentHumanHumans tend toward no particular alignment.
- SizeHumanMedium.
- SpeedHuman30 feet.
- LanguagesHumanCommon and one extra language of choice.
- TraitHumanVersatile and adaptable, with broad cultural and occupational traditions.
- Criminal ContactCriminal
Saheshi has a reliable contact in criminal circles who can provide information about local schemes, suspects, safe houses, and underworld activity, provided the request does not put the contact in immediate danger.
Spells
10 spellsSpellcasting. Saheshi Mzitho casts with Wisdom (spell save DC 14, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (4 slots): ,
2nd level (3 slots): ,
3rd level (2 slots): ,
Gear
12 itemsWeapons
- MaceA simple one-handed bludgeoning weapon used as Saheshi's practical sidearm.
- Light crossbowA ranged weapon with 20 bolts for emergencies and hunting.
Armor
- Scale mailMedium armor worn beneath dark clerical clothing. Armor Class 13 plus Dexterity modifier, maximum +2.
- ShieldA wooden and iron shield bearing a worn silver sunburst. Grants +2 AC.
Tools
- CrowbarA crowbar kept wrapped in cloth so it can pass as a repair tool.
- Thieves' toolsA compact set of lockpicks, tension tools, and fine probes.
Gear
- 20×Crossbow boltsA belt pouch containing 20 crossbow bolts.
- Priest's packA pack containing a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Holy symbolA silver emblem of Saheshi's faith, used as a holy symbol and spellcasting focus.
- Dark common clothes with hoodA set of dark common clothes with a deep hood and many concealed seams.
- Gaming set, diceA small bone die set used for gambling and for judging a stranger's willingness to cheat.
Purse
- 15×Gold piecesA small purse of starting currency.
Appearance
Saheshi is a lean human woman of medium height, with warm brown skin, closely cropped black hair, and watchful hazel eyes. A thin scar crosses her left eyebrow, and a small silver holy symbol hangs beneath her dark traveling cloak. She wears a weathered chain shirt beneath a priest's vestments, with thieves' tools hidden in a stitched inner pocket. Her hands are steady and callused, equally familiar with a lockpick, a mace, and the laying on of healing hands.
Mannerisms
Saheshi speaks softly and pauses before answering, as if weighing the safest version of every truth. She touches her holy symbol when making a promise, rolls coins across her knuckles while thinking, and automatically notes the exits whenever she enters a room.
Personality
Saheshi is calm, observant, and quietly compassionate. She dislikes grand speeches and prefers useful actions, clean bandages, honest accounts, and doors that lock properly. Around frightened people she becomes unexpectedly gentle. Around bullies and exploiters, her soft voice becomes more dangerous than shouting.
Ideals
Mercy is a discipline, not a feeling. Anyone can be saved, but salvation must be matched by responsibility.
Bonds
The cleric who saved Saheshi's life gave her a silver holy symbol. She will protect it, and the memory behind it, at any cost. She also feels responsible for the former companions who disappeared after the failed burglary.
Flaws
Saheshi assumes every favor creates a debt and every locked door hides a betrayal. She is slow to trust authority, especially religious authority, and when frightened she may manipulate allies instead of admitting that she needs help. She cannot resist investigating a suspicious lock, secret passage, or missing purse, even when doing so endangers the group's plans.
Quirks
Background
Saheshi Mzitho grew up in a crowded riverside district where honest work was scarce and every locked door represented either safety or opportunity. She began as a lookout and message runner for a burglary crew, learning to move quietly, read frightened faces, and keep her promises. Her life changed when a job went wrong and a fellow thief was left bleeding in an alley. A nameless cleric found them both, saved the dying thief, and demanded no payment except that Saheshi stop treating desperate people as disposable tools. She entered the service of a god of mercy and renewal, but her old skills never left her. Saheshi now travels as a healer, investigator, and occasional infiltrator, seeking the crew leader who abandoned her companions during that disastrous burglary. She believes redemption is practical rather than sentimental. A person proves they have changed by what they do when no one is watching. She offers second chances freely, but she keeps careful records of who has wasted them.
“She began as a lookout and message runner for a burglary crew, learning to move quietly, read frightened faces, and keep her promises.”
- Background
- Criminal
Connections
Species
Human
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