Shigma
Shigma
Sheet
AC 15 · HP 26 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- PerceptionWIS
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
15 featuresBonus action
- Second WindLevel 1
As a Bonus Action, you can regain hit points equal to 1d10 plus your Fighter level. You can use this twice, regaining one use on a Short Rest and all uses on a Long Rest.
Always on
- Fighting StyleLevel 1
You gain a Fighting Style feat of your choice. Shigma has chosen Archery, giving her a bonus to attack rolls with ranged weapons.
- Weapon MasteryLevel 1
Choose three kinds of Simple or Martial weapons. Shigma can use the mastery properties of Longbow, Shortsword, and Scimitar, and can change one choice when she finishes a Long Rest.
- Action SurgeLevel 2
On your turn, you can take one additional action, except the Magic action. Once used, you cannot use it again until you finish a Short or Long Rest.
- Tactical MindLevel 2
When you fail an ability check, you can expend a use of Second Wind to roll 1d10 and add it to the check. If the check still fails, the use is not expended.
- Fighter SubclassLevel 3
You gain a Fighter subclass. Shigma has chosen Champion.
- Improved CriticalLevel 3
Your weapon and unarmed strike attack rolls score a critical hit on a roll of 19 or 20.
- Remarkable AthleteLevel 3
You have advantage on Initiative rolls and Strength (Athletics) checks. After you score a critical hit, you can move up to half your Speed without provoking opportunity attacks.
- Creature TypeHumanHumanoid
- SizeHumanMedium or Small
- SpeedHuman30 ft.
- TraitHumanResourceful, gain Heroic Inspiration whenever you finish a Long Rest
- TraitHumanSkillful, proficiency in one skill of your choice
- TraitHumanVersatile, gain an Origin feat of your choice
- Criminal ContactCriminal
Shigma has old underworld ties and a knack for finding fences, smugglers, informants, and hidden doors. In any settlement with a criminal economy, she knows how to get a message delivered, a rumor bought, or a law quietly bent.
Gear
13 itemsWeapons
- ShortswordMelee finesse weapon, versatile street blade.
- ScimitarFinesse sidearm or backup blade.
- LongbowRanged weapon used for ambushes and rooftop shots.
- 2×DaggersTwo blades for close work.
Armor
- Studded Leather ArmorLight armor that gives Shigma a practical AC of 15 with her Dexterity modifier.
Tools
- Thieves' ToolsNeeded to bypass locks and traps.
Gear
- 20×ArrowsAmmunition for the longbow.
- QuiverContainer for arrows.
- Dungeoneer's PackUseful travel gear for wilderness or urban escapes.
- CrowbarImprovised breaking-and-entering tool, also useful as a climbing aid.
- 2×PouchesCarried on the belt and in her coat for concealment.
- Traveler's ClothesPlain, serviceable clothes for travel and blending in.
Purse
- 27×Gold PiecesCoin from her background starting equipment.
Appearance
Shigma is a lean human woman with sharp gray eyes, a runner’s build, and dark hair usually tied back with a strip of stolen red cloth. She favors practical leather armor under a hooded travel coat, with a shortsword at one hip and a longbow slung across her back. Small scars mark her knuckles and forearms, and she always seems to be half a step away from either trouble or escape.
Mannerisms
Shigma never sits with her back to a door, and she reflexively counts exits whenever she enters a room. She taps two fingers against her thigh when thinking, and she smiles only after she has decided whether someone is a friend, a mark, or a problem.
Personality
Fast-talking, watchful, and hard to impress. Shigma treats life like a contest of nerve and timing, but she has a private streak of loyalty that shows up when someone is trapped, outnumbered, or mistreated. She is charming when it helps, blunt when it matters, and suspicious of anyone who seems too polished to be real.
Ideals
Freedom. No crown, gang, or contract should own a person’s future. Shigma believes the only rightful authority is the one you can resist and the only worthy oath is the one you choose for yourself.
Bonds
She still carries a lucky coin from her first crew, and she will risk herself before she lets it be taken. One former accomplice vanished after a job went bad, and Shigma cannot decide whether to find them, avenge them, or ask forgiveness.
Flaws
She cannot resist a challenge, even when discretion would save her life. If someone calls her a thief or a coward, she takes it personally and usually proves them wrong in the worst possible way. She also lies too easily, then hates herself when the lie starts working.
Quirks
Background
Shigma was born in a city where the rich slept behind iron doors and everyone else learned to pick locks, locks, pockets, or fights. She started as a lookout for a small crew that stole food, medicine, and coin from people who could afford the loss, but she quickly proved better with a blade than with a conscience. By the time the crew was broken by a rival gang, Shigma had already become the one sent through windows, down alleys, and into places nobody expected her to survive. What she found, more than money, was a taste for control. Steel was honest, unlike the city’s guildmasters, bribed watch captains, and smiling patrons who lied with perfect manners. She trained herself into a fighter because being quick was not enough, she wanted to be dangerous on purpose. Now she travels for the thrill of outwitting stronger foes, but also because every border, barracks, and backroom feels like a puzzle worth cracking. She tells herself she has no master, yet she still keeps the names of old crewmates folded inside her coat, and one day she means to decide whether she is hunting for them, or for the life she never let herself have.
“What she found, more than money, was a taste for control.”
- Background
- Criminal
Connections
Species
Human
Media
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