Vorka
Vorka
Sheet
AC 15 · HP 184 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
42 featuresAction
- Extra AttackLevel 5
You can attack twice, instead of once, whenever you take the Attack action.
Bonus action
- Bonus Unarmed Strike
When After taking an action or whenever a bonus action is available
Make one Unarmed Strike as a bonus action while unarmed or wielding only Pugilist weapons.
- One-Two Punch
When When a bonus action is available
Expend 1 Moxie Point to make two Unarmed Strikes as a bonus action.
- Brace Up
When When a bonus action is available
Expend 1 Moxie Point, roll 1d8, and gain temporary hit points equal to the roll plus 16. The temporary hit points last up to 10 minutes.
- Stick and Move
When When a bonus action is available
Expend 1 Moxie Point to make an Unarmed Strike and take the Dash or Disengage action.
- Action SurgeLevel 2
When On your turn
Take an additional action on your turn.
- Second WindLevel 1
When When you have taken damage
Regain 1d10 plus 7 hit points.
- FisticuffsLevel 1
You can use a bonus action to make an Unarmed Strike while unarmed or wielding only Pugilist weapons. Your Fisticuffs die is 1d8. Improvised weapons count as having the Sap mastery property for you.
- Dig DeepLevel 4
As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage and ignore Exhaustion levels below 6 for 10 minutes. Once used, this feature requires a long rest, unless you gain 1 Exhaustion level to restore it.
- Dig DeeperLevel 13
As a bonus action, you gain all Dig Deep benefits for 1 minute and can use School of Hard Knocks twice per turn. At 20th level, you can use this feature twice per long rest.
Reaction
- Heavy HitterLevel 3
When When an Unarmed Strike hits
Use both the damage and Grapple or Shove option when hitting with an Unarmed Strike.
- InescapableLevel 3
When When a creature rolls against your grapple or shove DC
Expend 1 Moxie Point to impose Disadvantage on a saving throw or ability check against your grapple or shove DC.
- Bloodied But UnbowedLevel 2
When When you take damage
Regain all expended Moxie Points when taking damage. If Bloodied, gain 52 temporary hit points.
- Meat ShieldLevel 6
While grappling a creature, you have Half Cover against attacks from creatures you are not grappling. When such a creature misses you, you can expend 1 Moxie Point as a reaction to force the same attack against a creature you grapple.
Always on
- Stop and DropLevel 3
When When an Unarmed Strike hits
Use both Grapple and Shove when hitting with an Unarmed Strike without using a mastery property.
- Compression LockLevel 3
When Start of your turn while grappling
Deal 1d8 plus 3 bludgeoning damage to every creature grappled by you at the start of your turn.
- HaymakerLevel 5
When When making an Unarmed Strike or Pugilist weapon attack
Expend 1 Moxie Point to maximize the damage dice of a successful Unarmed Strike or Pugilist weapon attack.
- School of Hard KnocksLevel 9
When Once per turn when an Unarmed Strike hits
Use School of Hard Knocks for an extra 1d12 damage, maximum damage on the next hit against the target, or to Provoke the target.
- 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 when you finish 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 and add 1d8 to the check. If it still fails, the point is regained and this feature cannot be used again until a short or long rest.
- Pugilist SubclassLevel 3
You gain proficiency in the Pugilist subclass features and can use all subclass features available to a 13th-level Pugilist.
- Ability Score ImprovementLevel 4
You gain an Ability Score Improvement or a feat.
- 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 a damage bonus equal to your Constitution modifier plus your Exhaustion levels for 1 minute. Once used, this feature requires a long rest.
- HerculeanLevel 10
Your Strength score counts as doubled for carrying capacity, your Unarmed Strikes are critical hits against 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 feature requires a long rest, unless you take 1 Exhaustion level to restore it.
- UnbreakableLevel 14
You have Advantage on Strength, Dexterity, and Constitution saving throws. When you fail a saving throw, you can expend 1 Moxie Point to reroll it.
- 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 feature requires a long rest.
- Muscle MassLevel 3
You gain Expertise in Athletics.
- HeavyweightLevel 11
You count as one size larger when using Grapple or Shove. You do not spend extra movement to move a creature you grapple if it is your size or smaller.
- Fighter Multiclass TrainingLevel 1
You gain proficiency with all armor, simple weapons, martial weapons, and shields through multiclass training, although Vorka chooses to fight without weapons or a shield.
- Fighting Style: DefenseLevel 1
You adopt the Defense fighting style. While wearing armor, your Armor Class increases by 1.
- Ability Score ImprovementLevel 4
You gain an Ability Score Improvement or a feat.
- Ability Score ImprovementLevel 6
You gain an additional Ability Score Improvement or feat.
- Champion: Improved CriticalLevel 3
Your weapon attacks score a critical hit on a roll of 19 or 20.
- Champion: Remarkable AthleteLevel 7
You gain proficiency in one Strength or Dexterity skill of your choice. When making a Strength, Dexterity, or Constitution check that does not already include your proficiency bonus, you can add half your proficiency bonus, rounded up.
- Ability Score IncreaseHuman+1 to all six ability scores
- SizeHumanMedium
- SpeedHuman30 feet
- LanguagesHumanCommon and one additional language of the player's choice
- By Popular DemandEntertainer
Vorka can always find a place to perform, usually by demonstrating her wrestling technique, staging a mock bout, or telling an exaggerated story of a legendary match. She can secure modest food and lodging by performing, and common folk recognize the spectacle and skill behind her act.
Gear
8 itemsTools
- Disguise kitA disguise kit used to create stage personas and alter her appearance for performances.
- DrumA musical instrument used by the troupe during entrances and performances.
Gear
- Professional ring gearTight reinforced crimson-and-black ring gear, including boots and protective athletic supports. This replaces conventional armor for performance and mobility.
- Hand wrapsPadded hand and wrist wraps used for striking, grappling, and theatrical ring presentation.
- Entertainer costumeA costume used for performances, entrances, and public appearances.
- Belt pouchA belt pouch containing the proceeds of recent performances.
- Engraved championship medallionA trophy taken from a legendary wrestling bout, engraved with the name of Vorka's first mentor.
Purse
- 25×Gold piecesCoins saved from performances and prize purses.
Appearance
Vorka is a powerfully built human woman with a buxom, heavily muscular physique, a prominent bubble-shaped lower body, and a sharply defined six-pack. She wears tight crimson and black ring gear designed for mobility and theatrical presentation, with reinforced wraps around her hands and wrists. Her face is sharp and defined, with a strong jawline shaped by countless matches and hard training. Her dark eyes are deep-set beneath thick brows, her straight nose is slightly crooked from an old break, and her full lips often curl into a confident grin. Her tanned skin bears faint scars along her temple and cheekbone. Her thick dark hair is pulled into a loose ponytail, with damp strands curling against her temples and neck.
Mannerisms
Vorka rolls her shoulders before speaking, taps two fingers against her wrist wraps when thinking, and gives every important statement the cadence of a ring announcement. She often points dramatically toward an opponent before a fight and bows to the crowd after even the smallest victory.
Personality
Vorka is charismatic, fearless, and theatrically self-assured. She treats every encounter as a match with a narrative, every enemy as a rival worthy of a proper introduction, and every ally as part of her corner team. Away from the ring she is generous, protective, and surprisingly attentive, but she becomes intensely competitive whenever someone questions her strength or showmanship.
Ideals
Strength should be spectacle in service of justice. The best victory is one that leaves the crowd inspired rather than terrified.
Bonds
Vorka is devoted to the small traveling troupe that gave her a stage when respectable arenas refused her. She sends them a portion of every purse and will cross a battlefield to rescue one of their performers. She also carries the memory of her first mentor, an aging ring announcer who taught her that a crowd is not merely an audience, but a promise that someone is watching when the strong prey upon the weak.
Flaws
Vorka cannot resist answering an insult with a challenge, even when diplomacy would be safer. She is addicted to applause and sometimes takes needless risks to make a fight memorable. Beneath her confidence, she fears becoming irrelevant, forgotten, or unable to protect the people who once gave her a stage.
Quirks
Background
Vorka was born in a crowded human district where taverns, warehouses, and fighting pits stood wall to wall. As a teenager, she learned that a quick tongue could earn an audience, but a strong grip could earn respect. She began fighting in back alleys and rough taverns, first for coins and later to protect performers who had no one else to stand between them and a violent crowd. Her natural athleticism, iron constitution, and flair for dramatic entrances soon transformed crude brawls into a recognizable wrestling style built around throws, holds, slams, and improvised weapons. Every chair, tankard, table, and loose paving stone became part of her repertoire, though she eventually swore off carrying weapons of her own.
“As a teenager, she learned that a quick tongue could earn an audience, but a strong grip could earn respect.”
- Background
- Entertainer
Connections
Species
Human
Media
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