Shihashi Quispe
Shihashi Quispe
Sheet
AC 14 · HP 11 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- InsightWIS
- IntimidationCHA
- InvestigationINT
- PerceptionWIS
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
10 featuresAction
- Weapon Attack
When When Shihashi takes the Attack action
Make a weapon attack using a dagger or shortbow and apply the weapon's mastery property if applicable.
Always on
- Sneak AttackLevel 1
When When Shihashi hits with a qualifying Finesse or Ranged weapon attack
Deal an extra 1d6 damage once per turn when the Sneak Attack conditions are met.
- ExpertiseLevel 1
You can make a Dexterity (Stealth) check when attempting to hide or a Dexterity (Sleight of Hand) check when attempting to pick a pocket or conceal an object with expertise, doubling your proficiency bonus for those checks. Choose two additional skill or tool proficiencies for Expertise. Shihashi has Expertise in Stealth, Sleight of Hand, Investigation, and thieves' tools.
- Thieves' CantLevel 1
You know the secret mixture of dialect, code, and gesture used by rogues. You can communicate hidden messages with other creatures that know Thieves' Cant, and you understand such messages when encountered.
- Weapon MasteryLevel 1
You can use the Weapon Mastery properties of two kinds of weapons with which you are proficient. Shihashi chooses dagger and shortbow.
- TraitGnomeDarkvision, you can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, though darkness appears as shades of gray.
- TraitGnomeGnomish Cunning, you have Advantage on Intelligence, Wisdom, and Charisma saving throws.
- TraitGnomeForest Gnome lineage, you know the Minor Illusion cantrip. You can cast Speak with Animals a number of times equal to your Proficiency Bonus per Long Rest, using Intelligence, Wisdom, or Charisma as the spellcasting ability.
- TraitGnomeSmall size.
- AlertCriminal
You have the Alert Origin feat. You gain proficiency in Initiative rolls, and you can switch your Initiative with a willing companion after rolling, provided neither of you is incapacitated.
Gear
10 itemsWeapons
- 4×DaggerFinesse, light weapons suitable for close combat and Sneak Attack.
- ShortswordA finesse martial weapon.
- ShortbowA ranged martial weapon with a quiver of ammunition.
Armor
- Leather armorLight protective armor made from supple boiled leather.
Tools
- 2×Thieves' toolsTools used to pick locks and disable traps.
- Gaming setA set used for games of chance and deception.
Gear
- 20×ArrowAmmunition for the shortbow.
- 2×Burglar's packA pack containing equipment useful for burglary, including a backpack, ball bearings, string, bell, candles, crowbar, hammer, pitons, hooded lantern, oil, tinderbox, rations, and waterskin.
Purse
- 8×Gold piecesStarting currency from the Rogue class.
- 16×Gold piecesStarting currency from the Criminal background.
Appearance
Shihashi is a small, wiry gnome with warm copper-brown skin, alert dark eyes, and thick black hair braided with red and ochre thread. His pointed ears are decorated with tiny brass rings, and a narrow scar crosses one eyebrow. He wears well-maintained leather armor beneath a charcoal traveling coat, soft-soled boots, and a belt crowded with pouches, needles, chalk, and small tools. His hands are quick, steady, and almost always occupied.
Mannerisms
Shihashi tilts his head toward every unfamiliar sound, rolls a coin across his knuckles while thinking, and lowers his voice to a breathy whisper when telling the truth. When nervous, he counts doors, windows, and possible exits under his breath.
Personality
Observant, quick-witted, and outwardly playful, Shihashi treats every conversation like a puzzle with missing pieces. He is protective of small folk, uncomfortable with grand speeches, and far more compassionate than his criminal reputation suggests. He prefers a clever distraction to a direct confrontation, but once he decides someone is being abused, his hesitation disappears.
Ideals
Freedom. No one should be owned, cornered, or forced to live by another person's rules. If a law protects cruelty, breaking it is the honest thing to do.
Bonds
The rescued gnome children are his responsibility, even when helping them places him in danger. He also carries his sister's brass wind-up bird and will risk almost anything to recover the family workshop, which was seized by the criminal ring.
Flaws
He cannot resist proving that he noticed something everyone else missed, even when silence would be safer. He also assumes every offer of kindness hides a hook, and his suspicion can make him unfair to honest people.
Quirks
Background
Shihashi grew up in a gnome quarter built into the old aqueducts beneath a crowded trade city. His family repaired locks, music boxes, and clockwork toys, but the workshop survived only because Shihashi learned which doors were worth opening and which people were worth trusting. He began as a runner for smugglers, carrying messages through drainage tunnels and market crowds. His talent for noticing tiny inconsistencies, a fresh scratch near a latch, a missing button, a lie told half a breath too late, soon made him more valuable as a burglar than a courier. He finally abandoned the criminal ring after discovering that its leaders planned to sell a group of displaced gnome children to a ruthless collector. Shihashi stole the ring's records, freed the children, and vanished with a price on his head. He still uses many of the ring's methods, disguises, false names, hidden routes, and carefully timed distractions, but now he turns them against people who prey on the helpless. He travels with a battered brass wind-up bird that once belonged to his younger sister, following rumors of the ring's surviving members and quietly returning stolen goods whenever he can.
“He began as a runner for smugglers, carrying messages through drainage tunnels and market crowds.”
- Background
- Criminal
Connections
Species
Gnome
Media
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