Shoshana Szekely
Shoshana Szekely
Sheet
AC 16 · HP 192 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- InsightWIS
- InvestigationINT
- PerceptionWIS
- PerformanceCHA
- Sleight of HandDEX
Armor
Weapons
Tools
Languages
Features
49 featuresAction
- Extra AttackLevel 5
You can make two attacks whenever you take the Attack action.
Bonus action
- Bonus Unarmed Strike
When While unarmed or wielding only Pugilist weapons.
Make an Unarmed Strike as a bonus action while meeting Fisticuffs restrictions.
- One-Two Punch
When On your turn.
Expend 1 Moxie Point to make two Unarmed Strikes as a bonus action.
- Brace Up
When On your turn.
Expend 1 Moxie Point to gain 1d8 plus 13 plus 4 temporary hit points.
- Stick and Move
When On your turn.
Expend 1 Moxie Point to make an Unarmed Strike and Dash or Disengage.
- Cunning ActionLevel 2
You can use a bonus action to Dash, Disengage, or Hide.
- Ear for Deceit and Eye for DetailLevel 3
You can determine whether a creature is lying by making a contested Wisdom Insight check against its Charisma Deception check, and you can use a bonus action to make an Investigation check to determine hidden information about an object or creature.
- Insightful FightingLevel 3
As a bonus action, you can make an Insight check contested by a creature's Deception check. On a success, you gain advantage on attacks against that creature and can apply Sneak Attack without advantage, provided no other conditions prevent it.
- Dig DeepLevel 4
You can use a bonus action to gain resistance to bludgeoning, piercing, and slashing damage and ignore Exhaustion levels below 6 for 10 minutes. Once used, it requires a long rest unless you accept one level of Exhaustion.
- Dig DeeperLevel 13
You can use a bonus action to gain the benefits of Dig Deep for 1 minute and use School of Hard Knocks twice per turn. At level 20, you can use this feature twice per long rest.
Reaction
- Uncanny DodgeLevel 5
You can use your reaction to halve the damage of one weapon attack that hits you.
- Bloodied But UnbowedLevel 2
When you take damage, you can use a reaction to regain all expended Moxie Points. If Bloodied, you also gain 52 temporary hit points. Once used, this feature requires a short or long rest.
Always on
- Stop and DropLevel 3
When When an Unarmed Strike hits.
Use both the Grapple and Shove options when you hit with an Unarmed Strike without a mastery property.
- Double Feature
When On your turn.
Make two attacks with the Attack action, then use Cunning Action, One-Two Punch, or another available feature.
- ExpertiseLevel 1
You gain proficiency with thieves' tools and one additional skill. You can add your proficiency bonus twice to four chosen proficient skills: Athletics, Deception, Perception, and Sleight of Hand.
- Sneak AttackLevel 1
Once per turn, you deal an extra 4d6 damage when you hit with a finesse or ranged weapon attack and meet the Sneak Attack conditions.
- Entertainer TrainingLevel 1
You gain proficiency with disguise kits and one musical instrument. You can mimic speech and sounds you have heard.
- Ability Score Improvement, RogueLevel 4
You gain an Ability Score Improvement or feat.
- Pugilist Multiclass TrainingLevel 1
You gain proficiency in Strength and Constitution saving throws if using the Pugilist class's multiclass proficiencies, and your maximum hit points increase according to your Pugilist levels.
- FisticuffsLevel 1
While unarmed or wielding only simple melee or improvised weapons, wearing light or no armor and no shield, you can make a bonus-action Unarmed Strike, use a d8 for Unarmed Strike damage, and use improvised weapon mastery with Sap.
- Iron ChinLevel 1
While wearing light or no armor and not wielding a shield, your base Armor Class equals 12 plus your Constitution modifier.
- MoxieLevel 2
You have 13 Moxie Points, regained on a short or long rest. You know Brace Up, One-Two Punch, and Stick and Move.
- Swagger StreakLevel 2
When you fail a Strength, Dexterity, Constitution, or Charisma check, you can expend 1 Moxie Point to add 1d8. If the check still fails, the point is regained and the feature cannot be used again until a short or long rest.
- Heavy HitterLevel 3
When you hit with an Unarmed Strike, you can deal damage and also choose Grapple or Shove.
- Ability Score Improvement, PugilistLevel 4
You gain an Ability Score Improvement or feat.
- HaymakerLevel 5
When you attack with an Unarmed Strike or Pugilist weapon, you can expend 1 Moxie Point. On a hit, regain the point and deal maximum damage with that attack.
- Moxie-Fueled FistsLevel 6
Your Unarmed Strikes and improvised weapon attacks can deal Force damage instead of their normal damage type.
- Down But Not OutLevel 7
When Bloodied But Unbowed is used while Bloodied, your Unarmed Strikes and Pugilist weapon attacks gain +4 damage for 1 minute. Once used, this requires a long rest.
- EvasionLevel 7
You gain Evasion. On a successful Dexterity saving throw against an effect that normally deals half damage, you take no damage, and on a failure you take half damage.
- School of Hard KnocksLevel 9
Once per turn, you can deal an extra 1d12 damage with an Unarmed Strike or Pugilist weapon attack, or forgo it to Endanger the target or Provoke disadvantage against creatures other than you.
- HerculeanLevel 10
Your carrying capacity from Strength is doubled, your Unarmed Strikes critically hit objects, and your jump distance is doubled.
- Shake It OffLevel 10
At the start of your turn, you can remove one Exhaustion level or end Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Restrained, or Stunned on yourself. Once used, this requires a long rest unless you accept one level of Exhaustion.
- Ability Score Improvement, PugilistLevel 8
You gain an Ability Score Improvement or feat.
- Ability Score Improvement, PugilistLevel 12
You gain an Ability Score Improvement or feat.
- UnbreakableLevel 14
You have advantage on Strength, Dexterity, and Constitution saving throws. You can expend 1 Moxie Point to reroll a failed saving throw.
- PugnaciousLevel 15
When you roll initiative, you can remove one Exhaustion level and regain uses of Down But Not Out, Dig Deep, and Shake It Off. Once used, this requires a long rest.
- Compression LockLevel 3
When you start your turn with a creature Grappled, you deal 1d8 plus your Strength modifier bludgeoning damage to each creature Grappled by you.
- InescapableLevel 3
When a creature makes a saving throw or ability check against your grapple or shove DC, you can expend 1 Moxie Point to give it disadvantage.
- Muscle MassLevel 3
You gain Expertise in Athletics.
- Meat ShieldLevel 6
While Grappling a creature, you gain half cover against creatures you are not Grappling. When a non-Grappled creature misses you, you can expend 1 Moxie Point to redirect the same attack against a creature you Grapple.
- HeavyweightLevel 11
You count as one size larger for Grapple and Shove, and moving a creature your size or smaller that you Grapple costs no extra movement.
- Ability Score IncreaseHuman+1 to all ability scores, applied to the provided base scores.
- AgeHumanHumans reach adulthood in their late teens and commonly live less than a century.
- AlignmentHumanHumans tend toward every alignment.
- SizeHumanMedium.
- SpeedHuman30 feet.
- VersatileHumanHuman culture and upbringing provide broad adaptability.
- LanguagesHumanCommon and one additional language appropriate to the campaign.
- By Popular DemandEntertainer
Shoshana can always find a place to perform, usually earning food, lodging, or information through wrestling exhibitions, staged bouts, stunt demonstrations, and intimidatingly charismatic showmanship.
Gear
8 itemsWeapons
- 2×DaggersBalanced blades kept in wrist sheaths for emergencies and dramatic flourishes.
Armor
- Leather armorSupple black leather armor worn beneath theatrical ring gear.
Tools
- Thieves' toolsA compact kit for opening locks and disarming traps.
- Musical instrument, hand drumA hand drum used for entrances, announcements, and coded signals.
Gear
- Burglar's packA pack containing rope, lantern supplies, food, and burglary equipment.
- Entertainer's costumeA reinforced silver-and-crimson wrestling costume with chains and removable plates.
- Favor from an admirerA token granting hospitality from former audiences and grateful patrons.
Purse
- 15×Gold piecesCoins earned from performances and saved contracts.
Appearance
Shoshana Szekely is a strikingly attractive human woman with a powerful professional wrestler's physique, broad shoulders, defined arms, six-pack abs, a buxom figure, and a notably athletic, rounded build. Her straight dark hair falls to her jaw and is cut with heavy straight bangs that obscure her eyes. Facial piercings adorn her brows, lower lip, and nostril. She wears dramatic, scantily clad black-and-crimson ring gear reinforced with leather panels and silver chains connecting her shoulder, waist, and thigh pieces. Her gear is designed for movement, intimidation, and theatrical spectacle, though she carries a spare cloak for travel and modesty outside the ring.
Mannerisms
Shoshana rolls her shoulders before speaking, taps two fingers against her sternum when sizing someone up, and announces mundane actions as though they were finishing moves. She often tilts her head so her bangs hide her expression, then reveals a sudden sharp smile when she has found a weakness.
Personality
Warm, theatrical, and intensely observant, Shoshana treats every conversation like a match with rules, momentum, and a crowd. She is generous to strangers who show courage, merciless toward bullies, and happiest when she can make an impossible rescue look effortless. Behind her showmanship is a patient investigator who notices exits, concealed weapons, nervous hands, and who keeps looking at whom.
Ideals
Strength should shelter the vulnerable, not dominate them. Every bully deserves an audience that sees the truth.
Bonds
The traveling troupe that raised her is her true family. She sends them most of her earnings and will risk almost anything to protect them from predatory nobles, guilds, and criminal promoters.
Flaws
She cannot resist answering an insult, especially in front of an audience. Pride makes her accept contests she should avoid, and she sometimes confuses being fearless with being responsible. She also keeps secrets long after honesty would be safer.
Quirks
Background
Shoshana Szekely was born to a family of traveling human performers who crossed the borderlands with a patched wagon, a battered fiddle, and a talent for surviving wherever respectable folk preferred not to look. Her mother sang old Andean work songs learned from distant caravans, while her father taught her the Hungarian wrestling holds he had learned in dockside taverns. Shoshana grew up hauling scenery, repairing costumes, and stepping into the ring whenever a performer failed to appear. By adulthood, she had become the troupe's star attraction, a fearless grappler who could turn a chair, table, rope, or tankard into part of the act. The performances were not always staged. When a corrupt promoter tried to seize the troupe's earnings, Shoshana dismantled his hired bruisers in front of a cheering crowd, then slipped through the backstage corridors and stole the contract proving his fraud. That night revealed a second talent. She could read a room, spot a lie, and move through guarded places as naturally as she moved through a wrestling ring. Since then, she has worked as both entertainer and investigator, taking contracts that require charm in public and quiet hands after midnight. She still performs under bright lanterns, but every entrance, taunt, and dramatic fall is calculated. Somewhere in every audience, she believes, is someone who needs rescuing.
“Shoshana grew up hauling scenery, repairing costumes, and stepping into the ring whenever a performer failed to appear.”
- Background
- Entertainer
Connections
Species
Human
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