Tusk
Tusk
Sheet
AC 18 · HP 180 · 40 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- IntimidationCHA
- PerceptionWIS
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
35 featuresAction
- Intimidating PresenceLevel 10
As an action, you can frighten a creature with a Charisma saving throw. You can use this feature once per short or long rest.
- Extra AttackLevel 5
You can attack twice instead of once whenever you take the Attack action.
Bonus action
- FrenzyLevel 3
While raging, you can enter a frenzy and make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.
- FisticuffsLevel 1
Your years of fighting in back alleys and taverns have given you mastery over unarmed combat and pugilist weapons. While unarmed or wielding only pugilist weapons and wearing light or no armor and no shield, you can make an Unarmed Strike as a bonus action, your Unarmed Strike and pugilist weapon damage becomes 1d8, and improvised weapons count as having the Sap mastery property for you.
- Brace UpLevel 2
As a bonus action, spend 1 Moxie Point to gain temporary hit points equal to your Fisticuffs die roll plus your Pugilist level and Constitution modifier.
- Stick and MoveLevel 2
Spend 1 Moxie Point to make an Unarmed Strike and take the Dash or Disengage action as a bonus action.
- Dig DeepLevel 4
You can use a bonus action to dig deep for 10 minutes, gaining resistance to bludgeoning, piercing, and slashing damage, and ignoring exhaustion levels below 6. Once used, this requires a long rest unless you willingly gain 1 exhaustion level to restore it.
Reaction
- Bloodied But UnbowedLevel 2
When When you take damage
Use your reaction to regain Moxie and harden yourself after taking damage.
Always on
- RageLevel 1
When Bonus Action
Enter a rage to gain resistance, bonus damage, and fury-fueled resilience.
- Reckless AttackLevel 2
When On your turn
Attack recklessly with advantage at the cost of leaving yourself open.
- Heavy Hitter, Grapple/Shove
When When you hit with an Unarmed Strike
Use your cybernetic might and battlefield instincts to seize control of an enemy with a grapple or shove.
- One-Two PunchLevel 2
When Bonus Action
Spend Moxie to unleash a flurry of precise, punishing unarmed strikes.
- Meat ShieldLevel 6
When When a non-grappled attacker misses you
Use Meat Shield to turn a missed attack against a creature you are grappling.
- Unarmored DefenseLevel 1
While not wearing heavy armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
- Danger SenseLevel 2
You have advantage on Dexterity saving throws against effects you can see, such as traps and spells.
- Primal Path: BerserkerLevel 3
You have chosen the Path of the Berserker. Your fury is a weapon as much as your fists.
- Mindless RageLevel 6
While raging, you are immune to the frightened and charmed conditions.
- Feral InstinctLevel 7
If you are surprised at the start of combat and not incapacitated, you can act normally on your first turn if you enter rage first.
- Ability Score ImprovementLevel 4
You can choose one ability score to increase by 2, or two ability scores to increase by 1 each, or take a feat.
- Fast MovementLevel 5
Your movement speed increases by 10 feet while you are not wearing heavy armor.
- Brutal CriticalLevel 9
Your weapon attacks score a critical hit on a roll of 19 or 20 while you are raging.
- Relentless RageLevel 11
If you drop to 0 hit points while raging, you can make a DC 10 Constitution saving throw to drop to 1 hit point instead. The DC increases by 5 each time you use this feature until you finish a short or long rest.
- Iron ChinLevel 1
While wearing light or no armor and not wielding a shield, your Armor Class equals 12 plus your Constitution modifier.
- MoxieLevel 2
You have Moxie Points equal to your Pugilist level, and can spend them on features that refresh on a short or long rest.
- Swagger StreakLevel 2
When you fail a Strength, Dexterity, Constitution, or Charisma check, you can expend 1 Moxie Point to add your Fisticuffs die to the check. If it still fails, the point is not spent and this feature cannot be used again until you finish a short or long rest.
- Heavy HitterLevel 3
When you hit with an Unarmed Strike, you can deal damage and also choose to Grapple or Shove the target.
- GroundworkLevel 3
You gain the Groundwork features of your subclass, including Compression Lock, Inescapable, and Stop and Drop.
- Muscle MassLevel 3
Choose Acrobatics or Athletics. If you lack proficiency, you gain it. If you already have proficiency, you gain Expertise.
- Ability Score ImprovementLevel 4
You gain an Ability Score Improvement or a feat you qualify for.
- HaymakerLevel 5
When you make an attack with an Unarmed Strike or Pugilist weapon, you can spend 1 Moxie Point to deal maximum damage on a hit and immediately regain the point.
- Moxie-Fueled FistsLevel 6
Your Unarmed Strikes and improvised weapon attacks can deal force damage instead of their normal damage type.
- Ability Score IncreaseHumanIncrease all ability scores by 1.
- Bonus SkillHumanGain proficiency in one skill of your choice.
- Bonus LanguageHumanYou know one extra language of your choice.
- Military RankSoldier
You have a military rank from your career as a soldier. Soldiers loyal to your former command still recognize your authority and influence, and if your rank is high enough they may still defer to you.
Gear
6 itemsWeapons
- GreataxeA massive greataxe used as a brutal battlefield implement and intimidation tool.
- 2×HandaxeTwo handaxes carried for throwing, close work, or emergencies.
Gear
- Explorer's PackA pack of explorer's gear suitable for a veteran who expects rough roads and worse company.
- TrophyA trophy from a fallen enemy, kept as a reminder that she survived.
- Military KeepsakesA set of worn military insignia, rank cords, and campaign tokens from her service.
- Modern Combat ClothingHeavy reinforced cargo pants, sleeveless undershirt, battered leather vest, tool belt, steel-toed boots, and visible cybernetic augmentations.
Appearance
Tusk is a towering human woman at 6 feet 8 inches tall, built like a siege engine, with broad shoulders, a cinched waist of dense muscle, and powerful legs that make every step look deliberate. Her skin is a deep weathered tan, marked by old scars, surgical seams, and the hard geometry of cybernetic grafts. Her face is square-jawed and striking, with a crooked healed nose, a permanent hard set to her mouth, and gunmetal gray eyes, one natural and one cybernetic with a faint red glow. She wears a modern combat style with heavy cargo pants, fitted black undershirt, a battered leather vest, steel-toed boots, and exposed mechanical augmentations that flex with quiet precision. Her overall presence is intimidating and undeniably attractive in a raw, dangerous way, all hard lines, defined muscle, and disciplined power.
Mannerisms
Tusk speaks in short, clipped sentences and rarely wastes a word. When thinking, she rolls her neck or taps two blunt knuckles against her cybernetic forearm. She stands with immaculate military posture even when relaxed, and when anger rises, her jaw locks before anything else moves. She has the unsettling habit of looking people directly in the eyes for several seconds too long, as if measuring whether they will fold.
Personality
Tusk is controlled, severe, and surprisingly protective once someone earns her respect. She carries herself like a veteran who has already survived the worst day of her life and decided to become harder than it. In conversation she is blunt but not cruel, preferring practical honesty over comforting lies. Beneath the iron discipline is a dry, deadpan sense of humor that appears rarely, usually after danger has passed and somebody foolish has just embarrassed themselves.
Ideals
Discipline. Strength should protect the helpless, not excuse cruelty. A person proves their worth by what they carry for others, not by how loudly they boast.
Bonds
She still keeps the dog tags of the squad she could not save, and she refuses to let their names be forgotten. She also carries a private loyalty to soldiers, laborers, and anyone else used up by powers that never risk their own bodies.
Flaws
Tusk trusts force more easily than diplomacy, and when she feels cornered she tends to escalate before she explains. She has a habit of treating herself like a tool that must never break, which means she ignores pain, exhaustion, and warning signs until the damage is already done. She also hates being ordered around by people who have never bled for anything.
Quirks
Background
Tusk was built twice. The first time was by blood, born to a hard frontier line that measured worth in pain tolerance and endurance. The second time was by war. After years in the trenches and brawls that never made the papers, she was selected for augmentation, then rebuilt into a weapon that could keep standing after lesser soldiers had already fallen. The cybernetics saved her life more than once, but they also made her into something that stopped feeling fully human to everyone except herself. She learned early that if the world expected a monster, it was easier to become one with rules, posture, and perfect control. She served long enough to earn a rank, a reputation, and a graveyard of broken enemies. When the chain of command turned rotten, Tusk did not salute it. She walked away with the discipline intact and the obedience burned out of her. Now she travels as a pit fighter, enforcer, and problem solver, using her fists, her brute force, and her battlefield instincts to settle disputes in the most direct way possible. She does not waste words. She lets her shoulders, her scars, and the faint red glow of her implant do the talking, and most people understand the message before she ever throws a punch.
“The first time was by blood, born to a hard frontier line that measured worth in pain tolerance and endurance.”
- Background
- Soldier
Connections
Species
Human
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