Korga Flintjaw
Korga Flintjaw
Sheet
AC 16 · HP 134 · 30 ft.Saving throws
Skills
- AthleticsSTR
- IntimidationCHA
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
29 featuresAction
- Extra AttackLevel 5
You can attack twice whenever you take the Attack action.
Bonus action
- One-Two Punch
When Bonus Action
Make two unarmed strikes as a bonus action by spending a Moxie Point.
- FisticuffsLevel 1
Your unarmed strikes and simple melee or improvised weapons are your fighting tools, and you can make a bonus action unarmed strike while unarmored or in light armor and without a shield. Your unarmed strikes and pugilist weapons use a d8 damage die, and improvised weapons count as having the Sap mastery property for you.
- Dig DeepLevel 4
As a bonus action, you can dig deep for 10 minutes. You gain resistance to bludgeoning, piercing, and slashing damage and ignore exhaustion levels below 6. Once used, you regain it after a long rest, or you can take 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, you also gain temporary hit points equal to four times your Pugilist level. This can be used once per short or long rest.
Always on
- Brace Up
When Bonus Action
Brace for impact and gain temporary hit points, using your Moxie to toughen up mid-fight.
- Stick and Move
When Bonus Action
Make an unarmed strike and then Dash or Disengage by spending a Moxie Point.
- 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 7 Moxie Points and regain them on 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 spend 1 Moxie Point to add your Fisticuffs die to the result. If it 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 apply the damage and also choose to grapple or shove the target.
- Pugilist SubclassLevel 3
You gain a Pugilist subclass feature at this level.
- Ability Score ImprovementLevel 4
You gain an Ability Score Improvement or feat.
- HaymakerLevel 5
When you make an unarmed strike or pugilist weapon attack, 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.
- Down But Not OutLevel 7
While bloodied and using Bloodied But Unbowed, your unarmed strikes and pugilist weapon attacks deal extra damage equal to your Constitution modifier plus your exhaustion level for 1 minute. Once used, it refreshes after a long rest.
- Ability Score ImprovementLevel 8
You gain an Ability Score Improvement or feat.
- School of Hard KnocksLevel 9
Once per turn, when you hit with an unarmed strike or pugilist weapon attack, you can deal an extra 1d12 damage, or forgo it to force a tactical effect, such as making the target easier to hit next or imposing disadvantage on attacks against others.
- HerculeanLevel 10
Your Strength score is doubled for carrying capacity, you crit objects with unarmed strikes, and your jump distance is doubled.
- Subclass featureLevel 11
You gain a Pugilist subclass feature at this level.
- Ability Score ImprovementLevel 12
You gain an Ability Score Improvement or feat.
- Dig DeeperLevel 13
You can dig deeper than most, pushing your body and will beyond ordinary limits, represented by the Pugilist's high-level resilience at this tier.
- Fighter TrainingLevel 1
Fighting style, second wind, action surge, and champion training sharpen your martial instincts, with improved critical hits reinforcing your relentless pressure.
- ChampionLevel 3
Your critical hits become easier to land and your battle rhythm becomes more measured and efficient.
- TraitOrcDarkvision
- TraitOrcAdrenaline Rush
- TraitOrcPowerful Build
- TraitOrcRelentless Endurance
- WandererOutlander
You can find food and fresh water for yourself and up to five other people each day, provided the land offers enough to support it.
Gear
5 itemsWeapons
- ClubA worn club kept mostly for utility, though she rarely needs it.
- HandaxeA handaxe with a polished grip, more trophy than necessity.
Tools
- Gaming SetGaming set chosen for her tool proficiency, usually dice.
Gear
- Dungeoneer's PackA dungeoneer's pack with supplies for travel and survival.
- Modern ClothingSimple modern street clothes, wraps for her hands, and reinforced boots.
Appearance
A towering female orc with broad shoulders, corded green-gray muscles, a broken nose that healed crooked, and scarred knuckles wrapped in worn cloth. She dresses in modern streetwear built for movement, sleeveless hoodies, reinforced joggers, taped hands, and heavy boots, with a fighter's calm stare that turns feral when the bell rings.
Mannerisms
She speaks softly until anger or excitement sharpens her voice, then every word lands like a jab. She cracks her neck before decisions, taps two fingers against her knuckles when thinking, and always circles a room once before sitting down.
Personality
Calm outside the ring, incandescent inside it. She is protective, dryly funny, and deeply competitive, but never cruel without cause. She respects grit more than pedigree and responds best to honest effort.
Ideals
Dignity through effort. Strength should protect the weak, not crush them. Every bruise earned in the right cause is a step toward a better life.
Bonds
She keeps a worn token from her first trainer, a cracked coin used as a ring marker, and swore to make the old fighter's faith mean something. She protects underdogs, strays, and anyone who reminds her of the hungry kid she once was.
Flaws
She cannot resist a challenge once someone questions her strength, even when walking away would be smarter. She sometimes turns every problem into a fight, and she struggles to admit when she needs help.
Quirks
Background
Born far from any great city, she learned early that survival belonged to whoever could endure hunger, cold, and humiliation without begging. Her tribe valued strength, but she discovered a second kind of power in alley bouts, street rings, and backroom contests where quick hands and stubborn pride mattered as much as muscle. She fought barefoot on cracked pavement, learned to read a crowd's fear, and discovered that every bruise could become fuel. By the time she could throw a punch with devastating force, she had already decided that no master, gang boss, or warlord would ever own her again. Her style became known as sweet science because she treats violence like a language, measured, practical, and brutally honest. She can dismantle opponents with bare hands, then finish the work with relentless pressure and impossible endurance. Though she looks like a living riot, she has the patient habits of a hunter, listens more than she speaks, and remembers every favor. Adventure suits her because the road offers what the ring never could, honest challenges, fresh horizons, and a chance to use her fists for something better than survival.
“She fought barefoot on cracked pavement, learned to read a crowd's fear, and discovered that every bruise could become fuel.”
- Background
- Outlander
Connections
Species
Orc
Media
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