Skip to content
CreatePricing
Sahra Sheshan - AI-generated fantasy Character

Sahra Sheshan

Human · Artificer · Level 1 · Sailor

Sahra Sheshan

Curious, patient, and quietly protective.
AC16
HP9/9
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 9 · 30 ft.
AlignmentNeutral GoodGenderNonbinaryAge29 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Light crossbows,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' tools,
Tinker's tools,
One type of artisan's tools,
Navigator's tools,
Vehicles (water)

Languages

Common,
Draconic

Features

10 features

Always on

  • Fire Bolt

    When As an action

    Make a ranged spell attack against a creature within 120 feet. On a hit, the target takes 1d10 lightning damage. The spell creates one additional dart at higher character levels.

  • Fire Bolt

    When As an action

    A streak of fire shoots toward a creature or object within 120 feet. Make a ranged spell attack. On a hit, the target takes 1d10 fire damage, and unattended flammable objects can ignite.

  • Magical TinkeringLevel 1

    You can use thieves' tools or artisan's tools to create a tiny magical object, such as a miniature lantern, a small wind-up toy, or a message recorder. The object produces a minor magical effect for a limited duration, as detailed by the artificer rules.

  • SpellcastingLevel 1

    You use Intelligence as your spellcasting ability. You can prepare artificer spells after a long rest, and you can use thieves' tools or artisan's tools as a spellcasting focus. You know two artificer cantrips and can prepare four 1st-level artificer spells.

  • Ability Score IncreaseHumanYour ability scores each increase by 1.
  • SizeHumanMedium.
  • SpeedHumanYour walking speed is 30 feet.
  • LanguagesHumanYou can speak, read, and write Common and one extra language.
  • VersatileHumanHumans are adaptable and resilient, with broad cultural and occupational possibilities.
  • Ship's PassageSailor

    You can secure free passage on sailing ships for yourself and your adventuring companions, provided you have a reasonable need and do not bring an obvious liability aboard. You know the general customs and working practices of ships and sailors.

Spells

6 spells

Spellcasting. Sahra Sheshan casts with Intelligence (spell save DC 13, to hit with spell attacks).

Cantrips (at will): ,

1st level (2 slots): , , ,

Gear

12 items

Weapons

  • Club
    A simple one-handed weapon suitable for shipboard defense.
  • Light crossbow
    A compact ranged weapon with ammunition.

Armor

  • Scale mail
    Protective metal scales sewn onto a leather backing. Wearing it gives AC 14 plus Dexterity modifier, to a maximum of +2.

Tools

  • Thieves' tools
    A kit of small picks, files, tension wires, and other tools used to disarm traps and open locks.
  • Tinker's tools
    A kit containing tools useful for maintaining and constructing mechanical devices.
  • Belaying pin
    A stout wooden pin used aboard ships as a belaying tool and improvised weapon.

Gear

  • 20×
    Crossbow bolt
    Bolts for the light crossbow.
  • Dungeoneer's pack
    A pack containing essential adventuring supplies, including rope, rations, tinder, torches, and a bedroll.
  • 50×
    Silk rope
    Strong silk rope suitable for climbing, securing cargo, or rigging repairs.
  • Lucky charm
    A small token from a previous voyage, kept for luck.
  • Common clothes
    A simple set of everyday clothing suitable for travel.

Purse

  • 10×
    Gold pieces
    Loose coin kept in a small belt pouch.

Appearance

A lean, weather-browned human with warm olive skin, narrow hazel eyes, and black hair cut short at the sides and tied back with a strip of sailcloth. Fine copper wire is braided through one lock of hair. Their fingers are stained with oil, pitch, and blue alchemical dye, and a thin scar crosses the left eyebrow. They wear practical scale mail beneath a salt-faded coat, with brass tools and tiny glass vials secured along the belt.

Mannerisms

Sahra speaks in a calm, measured voice even during danger, then becomes abruptly animated when discussing a device. They tap rhythms against nearby wood as if checking the soundness of a hull and habitually glance toward windows, doors, and ceiling beams before sitting down.

Personality

Curious, patient, and quietly protective. Sahra treats every strange object as a conversation waiting to happen and prefers repairing problems to arguing about them. They are generous with practical help, but their dry humor becomes sharp when someone wastes resources or endangers a crew through carelessness.

Ideals

Ingenuity. No tool is sacred, no design is perfect, and every problem deserves a solution that helps more people than it harms.

Bonds

The crew of the Starling's Mercy is my family, and I will cross any sea to bring one of them home. I also carry the captain's damaged brass compass, which I promised to repair when I become skilled enough.

Flaws

I cannot leave a broken device, mechanism, or vessel alone, even when doing so would be wiser. I also mistake practical competence for moral virtue and can become quietly contemptuous of people who refuse to learn how things work.

Quirks

Names every important tool and becomes offended when others call it by the wrong name.
Keeps a private log rating inns by the quality of their hinges, locks, and plumbing.
Collects unusual bits of broken metal from every port.
Whistles three descending notes whenever concentrating on a difficult repair.

Background

Sahra Sheshan was born in a crowded harbor district where every family measured time by tides, cargo bells, and the changing paint on the local ships. As a human child, Sahra learned quickly that a vessel was a machine made of smaller machines. Ropes, pulleys, bilge pumps, lanterns, and rudders all had temperaments, and a patient hand could coax almost anything back into service. An aging shipwright took notice of Sahra's talent and taught them to repair navigation instruments, distill lamp oils, and build small mechanical conveniences for sailors who had more coin than time. Sahra eventually became the deck engineer aboard the merchant vessel Starling's Mercy. During a storm that tore the ship from bow to stern, Sahra improvised a pressure valve from a compass housing and a silver spoon, saving the crew from a flooded engine compartment. The captain called it luck. Sahra called it proof that cleverness was most valuable when shared. Since then, Sahra has left the sea to seek lost designs, rare reagents, and the means to build devices that can keep ordinary people alive in extraordinary danger. They still sleep better when they can hear rigging creak overhead, and they never trust a calm horizon without checking the barometer.

“As a human child, Sahra learned quickly that a vessel was a machine made of smaller machines.”
From their backstory
Background
Sailor

Connections

Species

Human

Media

0 images

No images yet.

Visual sheet

Turn Sahra Sheshan into a sheet

A high-res, share-ready sheet you can post or print.