Sheshka
Sheshka
Sheet
AC 16 · HP 18 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
14 featuresBonus action
- TraitOrcAggressive, as a bonus action, Sheshka can move up to her speed toward a hostile creature she can see or hear
Always on
- Cure Wounds
When An ally within touch range is injured.
Sheshka restores 1d8 plus 3 hit points to a creature she can touch.
- Turn UndeadLevel 2
When One or more undead creatures are within 30 feet and can see or hear her.
Sheshka invokes her holy symbol and forces nearby undead to flee.
- Preserve Life
When Several allies are wounded and need immediate healing.
Sheshka distributes a pool of healing energy among creatures within 30 feet.
- SpellcastingLevel 1
Sheshka can cast cleric spells using Wisdom as her spellcasting ability. She knows three cleric cantrips and prepares three cleric spells after each long rest, in addition to her Life Domain spells.
- Divine DomainLevel 1
Sheshka chooses the Life Domain. She gains proficiency with heavy armor, although her current equipment does not include it. She also gains Life Domain spells at the listed cleric levels.
- Disciple of LifeLevel 1
When Sheshka restores hit points to a creature with a spell of 1st level or higher, the creature regains additional hit points equal to 2 plus the spell's level.
- Channel DivinityLevel 2
Sheshka can use Channel Divinity once between rests. She can use it to create a divine effect granted by her domain or to turn undead.
- Channel Divinity: Preserve LifeLevel 2
Sheshka can use Channel Divinity to restore hit points equal to five times her cleric level, divided among creatures within 30 feet in any amount. This cannot restore a creature above half its hit point maximum and cannot affect constructs or undead.
- Life Domain SpellsLevel 3
Sheshka gains additional Life Domain spells that are always prepared and do not count against the number of cleric spells she can prepare.
- TraitOrcDarkvision, 60 feet
- TraitOrcMenacing, proficiency in Intimidation
- TraitOrcPowerful Build, counts as one size larger when determining carrying capacity and the weight she can push, drag, or lift
- Shelter of the FaithfulAcolyte
Sheshka can perform religious ceremonies and expects shelter and support from temples, shrines, and other communities devoted to her faith.
Spells
9 spellsSpellcasting. Sheshka casts with Wisdom (spell save DC 10, to hit with spell attacks).
Cantrips (at will): , ,
1st level (4 slots): , ,
2nd level (2 slots): , ,
Gear
10 itemsWeapons
- MaceA blunt-headed weapon used for defense and ceremonial blessing.
- Light crossbowA light crossbow with a quiver holding twenty bolts.
Armor
- Scale mailA practical suit of scale armor, worn beneath layered holy cloth.
- ShieldA wooden shield painted with a simple open hand and a grain sheaf.
Gear
- VestmentsA plain set of vestments used for temple services.
- Holy symbolA small holy symbol carved from pale wood.
- Component pouchA leather pouch containing temple offerings and a few personal coins.
- Prayer bookA small collection of devotional objects, including incense, candles, and prayer thread.
- Common clothesA blanket and spare clothing suitable for travel.
Purse
- 15×CoinDonations gathered during years of temple service.
Appearance
Sheshka is a broad-shouldered female orc with slate-green skin, a heavy brow, and long lower tusks capped in dull copper. She stands with her weight balanced on the balls of her feet, as though every quiet moment might become a sudden charge. Within a minute of meeting her, people notice that her eyes rarely settle on faces. Instead, she studies doorways, hands, windows, and the spaces between people. Her vestments are practical rather than ornate, layered over scale mail and marked with small stitched symbols of protection. A string of wooden prayer tokens hangs from her belt, each one carved during a night of watch.
Mannerisms
When waiting, Sheshka rocks once onto her heels, then settles forward again. She touches the nearest prayer token before entering a new room, and she lowers her voice rather than raising it when angry.
Personality
Sheshka is watchful, patient, and unexpectedly gentle with anyone who is frightened or sick. She speaks in short, deliberate sentences and treats small acts of care as sacred duties. Around children, she becomes almost awkwardly playful, offering them carved tokens and teaching them how to identify safe exits. She respects courage, but she trusts persistence more.
Ideals
Mercy. Life is not made more valuable by belonging to the right tribe, worshiping the right god, or deserving rescue. If I can keep someone alive, I must.
Bonds
The abandoned roadside shrine where she first prayed is still broken. She carries one surviving prayer token and will risk herself to restore the shrine and protect anyone who seeks refuge there.
Flaws
Sheshka assumes that every peaceful room is only peaceful because someone is watching the exits. She can become controlling when others are injured, and she sometimes mistakes obedience for trust. When she believes someone has endangered the vulnerable through carelessness, forgiveness does not come easily.
Quirks
Background
Sheshka was born among an orc warband that measured worth by what a person could take and hold. She was never the strongest fighter in the camp, but she was the one who stayed awake when others slept. During a winter migration, she found an abandoned roadside shrine where travelers had left offerings for any god willing to listen. Sheshka began cleaning the shrine, then guarding it, then speaking prayers over the sick and frightened people who came there. The god she served never answered in a voice she could hear, but the silence felt steady, and that was enough for her to continue. A wandering priest eventually brought her to a proper temple, where Sheshka learned scripture, healing rites, and the discipline of turning conviction into action. She chose the Life Domain because she believes survival is not a reward reserved for the virtuous. It is a responsibility shared by everyone who can still stand. Now she travels beyond the temple walls, protecting pilgrims, tending wounded strangers, and searching for the raiders who burned the roadside shrine that first gave her a purpose. She does not seek revenge exactly. She wants the shrine rebuilt, and she wants its doors open before the next frightened traveler arrives.
“She was never the strongest fighter in the camp, but she was the one who stayed awake when others slept.”
- Background
- Acolyte
Connections
Species
Orc
Media
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