Skip to content
CreatePricing
Tusk - AI-generated fantasy Character

Tusk

Human · Pugilist (Groundwork) · Level 17 · Soldier

Tusk

Stoic, blunt, and quietly protective, Tusk has the temperament of a wrecking ball with a soldier's discipline.
AC16
HP156/156
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 156 · 30 ft.
AlignmentLawful NeutralGenderFemaleAge39
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AthleticsSTR
  • IntimidationCHA

Weapons

Simple weapons,
Pugilist weapons,
Improvised weapons

Tools

Vehicles (land),
One gaming set

Languages

Common

Features

28 features

Action

  • Extra AttackLevel 5

    You can attack twice instead of once whenever you take the Attack action on your turn.

Bonus action

  • FisticuffsLevel 1

    You can use simple melee weapons and improvised weapons as pugilist weapons. While unarmed or wielding only pugilist weapons and wearing light or no armor and not wielding a shield, you can make an Unarmed Strike as a bonus action. Your Unarmed Strikes and pugilist weapons use a Fisticuffs die of 1d8 for damage, and all improvised weapons count as having the Sap mastery property for you.

  • Brace UpLevel 2

    As a bonus action, spend 1 Moxie Point to roll your Fisticuffs die and gain temporary hit points equal to the roll plus your Pugilist level and your Constitution modifier.

  • One-Two PunchLevel 2

    As a bonus action, spend 1 Moxie Point to make two Unarmed Strikes.

  • Stick and MoveLevel 2

    As a bonus action, spend 1 Moxie Point to make an Unarmed Strike and take the Dash or Disengage action.

  • Dig DeepLevel 4

    As a bonus action, you can dig deep for 10 minutes. During that time, you have resistance to bludgeoning, piercing, and slashing damage and ignore the effects of exhaustion levels less than 6. After use, this recharges on a long rest unless you choose to gain 1 level of exhaustion to restore it.

Reaction

  • Bloodied But UnbowedLevel 2

    When you take damage, you can use your reaction to regain all expended Moxie Points. If you are Bloodied when you do so, you also gain temporary hit points equal to four times your Pugilist level. This feature recharges on a short or long rest.

  • Meat ShieldLevel 6

    While you have a creature Grappled, you gain half cover against attacks made by creatures you are not grappling. When a creature you are not grappling misses you with an attack roll, you can use your reaction and spend 1 Moxie Point to redirect that attack against a creature you are grappling.

Always on

  • 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 Moxie Points equal to your Pugilist level, which you can spend on certain features and regain 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 roll. If the check still fails, you regain the point and cannot use this feature again until you finish a short or long rest.

  • Heavy HitterLevel 3

    When you hit a creature with an Unarmed Strike, you can deal damage and apply either the Grapple or Shove option.

  • Pugilist Subclass: GroundworkLevel 3

    Your subclass, a grappling and control-focused fighting style, grants features at later levels and enhances your ability to dominate foes in close quarters.

  • Muscle MassLevel 3

    Choose Acrobatics or Athletics. If you lack proficiency, you gain it. If you already have it, you gain expertise. Tusk has expertise in Athletics.

  • HaymakerLevel 5

    When you make an attack with an Unarmed Strike or Pugilist weapon, you can expend 1 Moxie Point to deal maximum damage on a hit and regain the expended point.

  • Moxie-Fueled FistsLevel 6

    Whenever you deal damage with your Unarmed Strike or an improvised weapon attack, you can choose to deal Force damage instead of the normal damage type.

  • Compression LockLevel 3

    When you start your turn with one or more creatures Grappled, you can deal bludgeoning damage to each creature you have grappled equal to one roll of your Fisticuffs die plus your Strength modifier.

  • 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 impose disadvantage on that roll.

  • Stop and DropLevel 3

    When you hit a creature with an Unarmed Strike and do not use a mastery property as part of the attack, you can apply both the Grapple and Shove options.

  • Ability Score ImprovementLevel 4

    You gain an Ability Score Improvement or feat at this level.

  • Ability Score ImprovementLevel 8

    You gain an Ability Score Improvement or feat at this level.

  • Ability Score ImprovementLevel 12

    You gain an Ability Score Improvement or feat at this level.

  • Ability Score ImprovementLevel 16

    You gain an Ability Score Improvement or feat at this level.

  • TraitHumanAbility Score Increase, +1 to all ability scores.
  • TraitHumanSize Medium.
  • TraitHumanSpeed 30 ft.
  • TraitHumanLanguages, Common and one extra language of your choice.
  • Military RankSoldier

    You have military rank and can exert command over soldiers loyal to your former organization and exert influence in military circles. You can usually secure shelter and aid from military personnel, and those who recognize your rank are expected to obey reasonable orders.

Gear

7 items

Armor

  • Heavy boots
    Steel-toed boots with thick soles built for crushing stone and absorbing impact.

Tools

  • Tool belt
    A heavy tool belt loaded with spare power cells, wrenches, and a compact rivet gun.

Gear

  • Traveling gear
    Dark gray reinforced cargo pants and a battered open leather vest, worn as practical combat clothing.
  • Undershirt and suspenders
    A sweat-stained black undershirt and heavy suspenders suitable for hard labor and combat.
  • Dog tags
    A battered military identification tag from her service.
  • Unit memento
    A simple keepsake from an old unit, worn and polished by constant handling.
  • Common clothes
    Common clothes from her civilian life and travel between jobs.

Appearance

Tusk is a towering human woman standing 6 feet 8 inches tall, built like a siege engine wrapped in muscle and metal. Her skin is a deep weathered tan marked by old scars and precise cybernetic seams, her face square-jawed with a crooked healed nose and a permanent hard-set mouth. One gunmetal eye is organic, the other a red-glowing cybernetic implant with a faint mechanical whirr. Her hair is kept in a severe military buzz cut. She wears dark gray reinforced cargo pants, a sweat-stained black undershirt, a battered open leather vest, and heavy steel-toed boots. Her right arm is a matte black cybernetic limb of pistons and plates, while her left is flesh reinforced beneath the skin and finished with a crude steel prosthetic hand. A heavy tool belt loaded with power cells, wrenches, and a compact rivet gun hangs low on her hips.

Mannerisms

Tusk speaks in short, clipped sentences and often pauses before answering, as though she is measuring the structural integrity of a problem. She cracks her knuckles, rolls her cybernetic shoulder, or adjusts her tool belt when thinking. When annoyed, the red eye lens audibly refocuses on the nearest object. She rarely smiles, but when she does it is usually after someone has underestimated her and regretted it.

Personality

Stoic, blunt, and quietly protective, Tusk has the temperament of a wrecking ball with a soldier's discipline. She respects competence, courage, and people who keep their word. She dislikes waste, dramatics, and anyone who confuses kindness with weakness. Beneath the hard edges, she is deeply loyal and more patient than she appears, especially with underdogs, laborers, and fellow veterans.

Ideals

Strength should protect the helpless, not prey on them. A soldier is measured not by medals, but by who makes it home because she held the line.

Bonds

Her old unit is scattered, retired, or dead, and she quietly keeps track of the survivors. She still carries a brass identification tag from her first commanding officer, and she will cross any line to recover the remains or lost gear of someone who served beside her.

Flaws

Tusk solves too many problems with force because force has rarely failed her. She distrusts praise, assumes most promises are temporary, and can become infuriatingly stubborn when someone tries to manage her instead of treating her as an equal. Under pressure, she sometimes turns cruelly efficient, as if detaching emotion from the task will keep her from losing more people.

Quirks

She counts exits automatically when entering any room.
She absentmindedly taps metal surfaces with her prosthetic fingers to judge their strength.
She keeps all tools meticulously cleaned, even when the rest of her kit is battered.
She never sits with her back to a door if she can avoid it.

Background

Tusk was not born with the frame that now makes doors feel too narrow for her. She was raised in the hard geometry of war, where every advantage was earned, every weakness punished, and every broken body was either repaired, replaced, or left behind. The first cybernetic grafts were field work, crude battlefield answers to injuries that should have ended her career. She never treated the metal as shame. To her, it was proof that she had survived what should have killed her. Over time the replacements multiplied, until the line between flesh and machine became just another scar to ignore. She learned to fight in barracks brawls, trench riots, and city alleys, where the rules were simple, the blows were direct, and the strongest will in the room decided the argument. When the war ended, Tusk did not. She drifted from contract to contract as an enforcer, breacher, and problem solver, a woman who could kick in a door or simply stand in front of it until the other side reconsidered. Her old unit taught her discipline, but the streets taught her improvisation. Now she trusts leverage more than rhetoric, pain more than promises, and action more than ceremony. She does not speak often, but when she does, people listen. Not because she is polite, but because she is usually right, and because her fist looks like it could cave in a tank hatch.

“The first cybernetic grafts were field work, crude battlefield answers to injuries that should have ended her career.”
From their backstory
Background
Soldier

Connections

Species

Human

Media

0 images

No images yet.

Visual sheet

Turn Tusk into a sheet

A high-res, share-ready sheet you can post or print.