Sheshan Dastur
Sheshan Dastur
Sheet
AC 12 · HP 7 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
15 featuresBonus action
- Innate SorceryLevel 1
You can unleash your innate magic as a Bonus Action, gaining Advantage on attack rolls of Sorcerer spells and imposing Disadvantage on saving throws against your Sorcerer spells until the end of your next turn. You can use this feature twice per Long Rest, and you regain one expended use when you finish a Short Rest.
Always on
- Thaumaturgy
When When you use your Tiefling innate magic.
You invoke a brief supernatural sign, causing a harmless sensory or visual effect associated with divine or infernal power.
- Fire Bolt
When When you make a ranged spell attack.
You create a small magical flame that sheds light and can be used to ignite flammable objects.
- Minor Illusion
When When you need a brief illusion within range.
You project a distracting sound, image, or sensory effect that can aid a trick or concealment.
- Chill Touch
When When you make a ranged spell attack.
You send a chilling touch of necromantic energy against one creature, preventing it from regaining hit points until the start of your next turn on a hit.
- Mage Hand
When When you need to manipulate a nearby object remotely.
You create a magical hand that can manipulate objects, open unlocked containers, and retrieve or stow items at a distance.
- Fire Bolt
When When you make a ranged spell attack.
You unleash a bolt of fire at a creature within range, making a ranged spell attack and dealing 1d10 fire damage on a hit.
- Resistance
When When a creature you can see within range is about to make a saving throw.
You surround a creature with a protective magical ward that grants a bonus to Armor Class until the start of your next turn.
- Sacred Flame
When When a creature within range must make a Dexterity saving throw.
You call down a small burst of sacred radiance against a creature, making a melee spell attack and dealing radiant damage on a hit.
- Healing Word
When When a creature within range has 0 hit points or needs healing.
You call upon divine power to restore hit points to a creature you touch.
- SpellcastingLevel 1
You can cast prepared Sorcerer spells using Charisma as your spellcasting ability. You have four Sorcerer cantrips and two prepared Sorcerer level 1 spells. You use a spellcasting focus or component pouch when required.
- TraitTieflingDarkvision, you have Darkvision with a range of 60 feet.
- Fiendish Legacy, InfernalTieflingYou have Resistance to Fire damage. You also know the Thaumaturgy cantrip. At level 3, you can cast Hellish Rebuke once per Long Rest without a spell slot. At level 5, you can cast Darkness once per Long Rest without a spell slot. Charisma is your spellcasting ability for these spells.
- Otherworldly Presence, InfernalTieflingYour appearance and presence carry unmistakable fiendish signs, though your behavior and alignment are your own.
- Shelter of the FaithfulAcolyte
You can use the Shelter of the Faithful to receive free modest lodging, food, and basic care from temples and religious communities devoted to your faith or a compatible tradition. You can also request assistance with ordinary religious tasks, though dangerous or costly aid is not guaranteed.
Spells
7 spellsSpellcasting. Sheshan Dastur casts with Charisma (spell save DC 10, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (2 slots): , ,
Gear
10 itemsWeapons
- QuarterstaffA sturdy walking staff used both for travel and temple work.
- 2×DaggerLight blades for defense and ritual cutting of incense cords.
Gear
- Component PouchA pouch containing the material components used by the character's spells.
- Scholar's PackA pack containing basic adventuring supplies, including bedroll, rations, rope, tinderbox, and other travel necessities.
- Holy SymbolA small silver-and-brass symbol of the character's faith.
- Prayer BookA handwritten collection of prayers, funerary rites, and meditations.
- 5×IncenseScented sticks used in temple rites and funerals.
- VestmentsFormal religious clothing, repeatedly repaired at the cuffs.
- Common ClothesSimple travel clothing beneath the vestments.
Purse
- 15×Gold PiecesA small reserve of personal spending money.
Appearance
Sheshan is a tall, broad-shouldered tiefling with deep umber-red skin, swept-back black horns, and long dark hair usually tied with a faded blue cord. Their eyes are warm copper, and their tail bears a small brass prayer ring near the tip. They wear a loose, poorly fitted acolyte's robe beneath a patched traveling coat. The robe has been carefully mended at the cuffs, while the coat's left pocket is visibly worn smooth from constant handling of a little ashwood prayer tablet. Their hands are strong from carrying temple supplies, but the fingertips are often stained with ink and soot.
Mannerisms
Sheshan touches the brass ring on their tail whenever they are choosing their words. They pronounce prayers with careful precision, then speak casually in a much softer voice. When concentrating on a spell, they count under their breath in groups of three.
Personality
Quietly attentive and difficult to rattle, Sheshan notices who has been left out of a conversation, who is hungry, and who is pretending not to be afraid. They are patient with the grieving and unexpectedly blunt with the self-righteous. Although they dislike being the center of attention, they become forceful and commanding when someone vulnerable is threatened.
Ideals
Mercy. Power has no moral value until it is used to lessen suffering, protect the vulnerable, or restore dignity to the dead.
Bonds
The Lantern of the Last Mercy is my home, and I will protect Sister Veyra and its people from anyone who would exploit them.
Flaws
I mistake skepticism for hostility, and I can become stubbornly defensive whenever someone questions whether my power is truly mine to use.
Quirks
Background
Sheshan was raised at the Lantern of the Last Mercy, a small roadside shrine where travelers left offerings for the dead and the living alike. Their infernal heritage made some visitors wary, but the shrine's aging keeper, Sister Veyra, insisted that compassion was proved through action rather than bloodline. Sheshan learned to copy prayers, prepare incense, carry water, and sit with mourners who had no family nearby. Their unusual talent first surfaced while tending the shrine brazier. A whispered plea caused the flames to bend toward them without heat or smoke, revealing a spark of sorcerous power that no liturgy had taught them. The temple elders disagreed about what the power meant. Some called it a temptation, while Sister Veyra called it a responsibility. Sheshan stayed to study both scripture and magic, learning to shape their inherited fire into protective wards and solemn signs. When a fever swept through a nearby village, Sheshan used their gifts to help maintain the quarantine and comfort the sick, but could not save everyone. Afterward, they left the shrine with Veyra's prayer tablet, determined to discover whether their power could become a source of mercy rather than fear. They now travel as a wandering servant of the faith, seeking lost relics, forgotten spirits, and any opportunity to prove that a frightening gift can still be used for holy work.
“Sheshan learned to copy prayers, prepare incense, carry water, and sit with mourners who had no family nearby.”
- Background
- Acolyte
Connections
Species
Tiefling
Media
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