Sahra Sheshan
Sahra Sheshan
Sheet
AC 16 · HP 9 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
10 featuresAlways 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 spellsSpellcasting. Sahra Sheshan casts with Intelligence (spell save DC 13, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): , , ,
Gear
12 itemsWeapons
- ClubA simple one-handed weapon suitable for shipboard defense.
- Light crossbowA compact ranged weapon with ammunition.
Armor
- Scale mailProtective metal scales sewn onto a leather backing. Wearing it gives AC 14 plus Dexterity modifier, to a maximum of +2.
Tools
- Thieves' toolsA kit of small picks, files, tension wires, and other tools used to disarm traps and open locks.
- Tinker's toolsA kit containing tools useful for maintaining and constructing mechanical devices.
- Belaying pinA stout wooden pin used aboard ships as a belaying tool and improvised weapon.
Gear
- 20×Crossbow boltBolts for the light crossbow.
- Dungeoneer's packA pack containing essential adventuring supplies, including rope, rations, tinder, torches, and a bedroll.
- 50×Silk ropeStrong silk rope suitable for climbing, securing cargo, or rigging repairs.
- Lucky charmA small token from a previous voyage, kept for luck.
- Common clothesA simple set of everyday clothing suitable for travel.
Purse
- 10×Gold piecesLoose 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
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.”
- Background
- Sailor
Connections
Species
Human
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