Vivian Cross
Vivian Cross
Sheet
AC 17 · HP 224 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- IntimidationCHA
- InvestigationINT
- StealthDEX
Armor
Weapons
Tools
Languages
Features
38 featuresAction
- Extra AttackLevel 5
You can attack twice instead of once whenever you take the Attack action on your turn.
Bonus action
- One-Two PunchLevel 2
When Bonus action
Spend moxie to make two quick unarmed attacks as a bonus action.
- Second WindLevel 1
You have a reserve of stamina you can draw on to regain hit points as a bonus action. At 20th level, this becomes an essential burst of recovery and grit.
Always on
- Heavy HitterLevel 3
When When you hit with an Unarmed Strike
A devastating close-range strike that can immediately follow with a grapple or shove.
- Stick and MoveLevel 2
When Bonus action
Spend moxie to strike and then sprint or slip away.
- Fighting StyleLevel 1
Choose a Fighting Style that shapes your martial technique. Vivian fights best through unarmed combat and control, reflecting a close-quarters style built around pressure, timing, and relentless offense.
- Weapon MasteryLevel 1
You learn to use mastery properties with weapons you are proficient with, and you can prepare for battle by mastering specific weapons. Vivian's style emphasizes improvised weapons and close-quarters control.
- Action SurgeLevel 2
You can push yourself beyond normal limits to act again, gaining an additional action on your turn for a brief burst of overwhelming tempo.
- Tactical MindLevel 2
You can bolster your resilience and focus by using Intelligence, Wisdom, or Charisma checks and saving throws in the moment, even when under pressure.
- Martial ArchetypeLevel 3
You gain a martial subclass. Vivian's combat style blends psionic discipline with hard-nosed underground wrestling.
- Ability Score ImprovementLevel 4
You gain a feat or ability score improvement. As a 20th-level fighter, Vivian has multiple opportunities to refine her physical perfection and streetwise combat tricks.
- Tactical ShiftLevel 5
Your tactical instincts let you reposition rapidly in combat, helping you keep pressure on the right target.
- Ability Score ImprovementLevel 6
You gain another feat or ability score improvement.
- Protective FieldLevel 3
Your subclass grants a protective psionic field. When an ally or yourself is threatened, you can reduce damage by projecting force-like resistance.
- Psionic StrikeLevel 7
Your psionic power can amplify a hit with extra force damage and battlefield pressure.
- Ability Score ImprovementLevel 8
You gain another feat or ability score improvement.
- Swagger StreakLevel 2
Your combat experience makes you hard to pin down. When you fail a Strength, Dexterity, Constitution, or Charisma check, you can swagger your way toward success by adding your Fisticuffs die, as long as the feature is available to you.
- Moxie-Fueled FistsLevel 6
When you hit with an Unarmed Strike or Pugilist weapon, you can deal extra force or weapon damage through disciplined control and nerve.
- Brace UpLevel 2
You can draw upon your fighting spirit to gain temporary hit points and shrug off punishment, reflecting a boxer who refuses to stay down.
- Bloodied But UnbowedLevel 2
When you are hurt, you can regain expended moxie and, if bloodied, gain a burst of temporary hit points, representing stubborn refusal to stay down.
- Down But Not OutLevel 7
When you use Bloodied But Unbowed while bloodied, your strikes deal extra damage for a minute, fueled by endurance and exhaustion.
- School of Hard KnocksLevel 9
When you hit with an Unarmed Strike, you can roll extra damage once per turn, or forgo it to force an opening that leaves the target vulnerable or distracted.
- HerculeanLevel 10
Your carrying capacity is tremendous, your jumps are enhanced, and striking objects with your fists can break them with brutal efficiency.
- Shake It OffLevel 10
At the start of each of your turns, you can shake off exhaustion or a debilitating condition, reflecting a fighter who refuses to be controlled.
- GroundworkLevel 3
Your grapples are brutally efficient. You can deal damage to creatures you already have grappled at the start of your turn without spending an action.
- InescapableLevel 3
When a creature resists your grapple or shove, you can spend moxie to impose disadvantage on its contest.
- Stop and DropLevel 3
When you hit with an Unarmed Strike and do not use a mastery property, you can apply both Grapple and Shove options, turning hits into holds.
- Muscle MassLevel 3
You become exceptional at controlling the ring, gaining expertise in Athletics or Acrobatics and becoming a far more dangerous grappler.
- Meat ShieldLevel 6
When you grapple someone, you gain half cover against outside attackers, and you can redirect missed attacks toward someone you are holding.
- HeavyweightLevel 11
Your grappling dominance lets you count as one size larger for grapple and shove options, and you can move held creatures without extra movement if they are your size or smaller.
- HaymakerLevel 5
You can hit harder when you need to, or sacrifice accuracy for brutal efficiency by dealing maximum damage with a chosen strike. Moxie fuels the tempo of your violence.
- Improved ImprovisationLevel 1
You can make improvised weapons and unarmed strikes function like a true fighting style, including using the Sap mastery property on improvised weapons.
- Iron ChinLevel 1
While unarmored or lightly armored and not using a shield, your armor class is based on your composure and Constitution rather than gear.
- TraitHumanResourceful
- TraitHumanSkillful
- TraitHumanVersatile
- TraitHumanHuman resilience and adaptability
- Criminal ContactCriminal
You have a reliable network of criminal contacts who can provide information, shelter, and discreet help when the law is not supposed to be watching.
Spells
Spellcasting. Vivian Cross casts with Intelligence (spell save DC 16, to hit with spell attacks).
Gear
9 itemsWeapons
- RapierA rapier kept mainly for appearances, duels, or occasions when subtle steel is preferable to fists.
- ShortbowA shortbow and a quiver of arrows, taken from fighter starting gear for ranged emergencies.
Tools
- Thieves' ToolsA set of dark, well-maintained tools for picking locks, cutting purses, and opening problems that do not want to open.
- Dice setA gaming set chosen from criminal training, often used as cover for illicit meetings.
Gear
- Modern fighting clothesClose-fitting streetwear, durable enough for movement and intimidation, chosen instead of armor.
- Hand wrapsA pair of wrapped hands and taped knuckles, used for bare-knuckle brawling and improvised combat.
- 20×ArrowsA bundle of arrows for the shortbow.
- Dungeoneer's PackA dungeoneer's pack of practical gear for travel and trouble.
- Criminal tokenA keepsake from a former crew, worn hidden against the skin.
Appearance
Vivian Cross is impossibly ripped, with broad shoulders, powerful arms, and black sleeve tattoos that climb from her wrists to her neck. She wears modern street clothes cut close to the body, fitted boots, and practical layers that move with her instead of against her. She is strikingly attractive, carries herself like she already owns the room, and never wears armor, trusting her body, timing, and nerve instead of steel.
Mannerisms
She cracks her knuckles before every serious conversation, smiles when she is assessing danger, and stands far too close when she wants someone to back down. When thinking, she rolls her shoulders like a boxer loosening up for the bell.
Personality
Vivian is magnetic, blunt, and impossible to ignore. She talks like a woman who has already measured the room and decided exactly how much trouble it can survive. Beneath the swagger, though, she is disciplined, protective, and quietly compassionate toward anyone who is being used by stronger powers.
Ideals
Freedom. No one gets to own her, her body, her debts, or the people she chooses to protect. Strength should be used to break cages, not build them.
Bonds
She still keeps a list of names, people she protected, people who protected her, and the one debt she never managed to repay. If one of them calls, she comes running, even when it ruins her plans.
Flaws
Vivian trusts her own hands more than any plan, and that confidence can make her reckless. She hates feeling managed or restrained, so she sometimes escalates a situation just to prove no one can corner her. The same loyalty that makes her dependable also makes her easy to provoke when someone threatens the few people she still calls hers.
Quirks
Background
Vivian Cross learned to fight where pride had to be earned with bruises, in alleys behind music clubs, in basement taverns, in loading docks where debts were collected in silence. She started as a courier for people who smiled while lying, then as a brawler who collected debts the soft way first and the hard way second. The streets taught her to read a liar's shoulders, feel the moment before a punch lands, and turn almost anything into a weapon. She never had the patience for ornate blades or ceremonial duels. Her hands were enough, and eventually her fists became famous enough that stronger people began to avoid her name before they ever saw her face. Her criminal life was not built on cruelty so much as leverage. Vivian protected small-time smugglers from bigger monsters, stole back what predatory lenders had taken, and used the underworld's own rules against it. That pattern eventually drew the attention of psionic trainers and underground grapplers who recognized the strange discipline in her violence. They taught her to break balance, seize a breath, and force stronger foes to fight where she wanted them. Now she moves through modern cities like a rumor in expensive boots, a beautiful catastrophe with tattooed arms and a grin that promises the wrong sort of trouble to anyone foolish enough to start it.
“She started as a courier for people who smiled while lying, then as a brawler who collected debts the soft way first and the hard way second.”
- Background
- Criminal
Connections
Species
Human
Media
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