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Milla Sorell - AI-generated fantasy Character

Milla Sorell

Human · Rogue 7 / Pugilist 13 (Inquisitive) · Level 20 · Entertainer

Milla Sorell

Warm, theatrical, and intensely observant.
AC16
HP165/165
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 165 · 30 ft.
AlignmentChaotic GoodGenderFemaleAge29 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • InvestigationINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords,
Improvised weapons,
Unarmed strikes

Tools

Disguise kit,
One musical instrument,
Thieves' tools

Languages

Common,
Thieves' Cant

Features

44 features

Bonus action

  • Double Underhook

    When As a Bonus Action

    She spends 1 Moxie Point to make two Unarmed Strikes as a Bonus Action.

  • Cunning ActionLevel 2

    She can take the Dash, Disengage, or Hide action as a Bonus Action.

  • Ear for DeceitLevel 3

    She can use a Bonus Action to make a Wisdom (Insight) check contested by a creature's Charisma (Deception) check. On a success, she knows whether the creature is lying, and she has Advantage on Wisdom (Insight) and Charisma (Persuasion) checks against it for 1 minute.

  • FisticuffsLevel 1

    While unarmed or wielding only simple melee or improvised weapons, wearing light or no armor, and not wielding a shield, she can make an Unarmed Strike as a Bonus Action. Her unarmed strikes and pugilist weapons deal 1d8 damage instead of their normal damage die. She can use mastery properties of improvised weapons, and all improvised weapons count as having the Sap mastery property for her.

  • Brace UpLevel 2

    She can spend 1 Moxie Point as a Bonus Action to roll her Fisticuffs die and gain temporary hit points equal to the roll plus her Pugilist level and Constitution modifier, 13 plus 3 plus the die roll. The temporary hit points last up to 10 minutes.

  • One-Two PunchLevel 2

    She can spend 1 Moxie Point to make two Unarmed Strikes as a Bonus Action.

  • Stick and MoveLevel 2

    She can spend 1 Moxie Point as a Bonus Action to make an Unarmed Strike and then take the Dash or Disengage action.

  • Dig DeepLevel 4

    She can use a Bonus Action to gain Resistance to bludgeoning, piercing, and slashing damage and ignore Exhaustion levels below 6 for 10 minutes. Once used, it recharges on a Long Rest unless she accepts 1 Exhaustion level.

Reaction

  • Bloodied But Not BowedLevel 2

    When she takes damage, she can use a Reaction to regain all expended Moxie Points. If she is Bloodied, she also gains 52 temporary hit points. Once used, this feature requires a Short or Long Rest to recharge.

Always on

  • Opening Bell

    When When she takes the Attack action

    Milla makes an Unarmed Strike using her Fisticuffs die, dealing 1d8 plus 3 bludgeoning damage, and may follow it with a Grapple or Shove.

  • Sami Drop

    When After hitting with an Unarmed Strike without using a mastery property

    She makes an Unarmed Strike, then uses Stop and Drop to grapple and shove the target when possible.

  • Compression LockLevel 3

    When At the start of her turn while grappling

    She applies a crushing hold, dealing 1d8 plus 3 bludgeoning damage to each creature she is grappling at the start of her turn.

  • Rogue ProficienciesLevel 1

    Milla is proficient with light armor, simple weapons, hand crossbows, longswords, rapiers, and shortswords from her rogue training. Her pugilist training grants proficiency with improvised weapons and unarmed strikes. She carries no weapons and fights with unarmed strikes or improvised pugilist weapons.

  • Sneak Attack, 4d6Level 1

    When she hits with a finesse or ranged weapon, she can deal an extra 4d6 damage once per turn if she has Advantage, or if another enemy of the target is within 5 feet of it and she does not have Disadvantage. Her unarmed strikes and improvised weapons do not qualify unless a feature or adjudication allows them to count as finesse weapons.

  • Thieves' CantLevel 1

    Milla has learned thieves' cant, a secret mixture of dialect, signs, and coded expressions used by rogues and criminals.

  • Eye for DetailLevel 3

    After observing or interacting with a creature for at least 1 minute, she can learn whether it is her equal, superior, or inferior in two chosen characteristics: Strength score, Dexterity score, Constitution score, Armor Class, current hit points, total class levels if any, or rogue class levels if any.

  • Insightful FightingLevel 3

    She has Advantage on attack rolls against creatures she has studied with Insightful Fighting, and Sneak Attack can apply against that creature even when she lacks Advantage, provided she does not have Disadvantage and the target is within range.

  • EvasionLevel 7

    She can make a Dexterity saving throw to take no damage instead of half damage from an area effect. If she succeeds, she takes no damage, and if she fails, she takes half damage.

  • Roguish ExpertiseLevel 7

    As a master performer, she can reliably secure performance work and hospitality in suitable venues through her reputation and professional contacts.

  • Iron ChinLevel 1

    While wearing light or no armor and not wielding a shield, her base Armor Class equals 12 plus her Constitution modifier. Her Armor Class is therefore 16 while using her normal wrestling gear.

  • MoxieLevel 2

    She has a number of Moxie Points equal to her Pugilist level, 13 points. She regains all expended points when she finishes a Short or Long Rest.

  • Swagger StreakLevel 2

    When she fails a Strength, Dexterity, Constitution, or Charisma check, she can expend 1 Moxie Point and roll her Fisticuffs die, adding the result to the check. If the check still fails, she regains the point, and the feature cannot be used again until a Short or Long Rest.

  • Heavy HitterLevel 3

    When she hits with an Unarmed Strike, she can use both the attack's damage and either the Grapple or Shove option.

  • InescapableLevel 3

    When a creature makes a saving throw or ability check against her grapple or shove DC, she can expend 1 Moxie Point to impose Disadvantage on that roll.

  • Stop and DropLevel 3

    When she hits with an Unarmed Strike without using a mastery property, she can use both the Grapple and Shove options.

  • Muscle MassLevel 3

    She has Expertise in Athletics. Her Athletics modifier is +15, including her doubled proficiency bonus.

  • HeavyweightLevel 11

    When she uses the Grapple or Shove option of her Unarmed Strike, she counts as one size larger. She does not spend extra movement to move a creature she is grappling if that creature is her size or smaller.

  • Ability Score ImprovementLevel 4

    She gains an Ability Score Improvement or feat at Pugilist level 4. Her Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma scores already include the supplied human bonuses and selected improvements.

  • Extra AttackLevel 5

    She can attack twice whenever she takes the Attack action.

  • HaymakerLevel 5

    When she attacks with an Unarmed Strike or pugilist weapon, she can expend 1 Moxie Point. On a hit, she regains the point and deals maximum damage with that attack.

  • Moxie-Fueled FistsLevel 6

    Her Unarmed Strike and improvised weapon damage can deal Force damage instead of their normal damage type.

  • Down But Not OutLevel 7

    When she uses Bloodied But Not Bowed while Bloodied, she can add her Constitution modifier plus her Exhaustion levels to the damage of Unarmed Strikes and pugilist weapons for 1 minute. Once used, it recharges on a Long Rest.

  • School of Hard KnocksLevel 9

    Once per turn, when she hits with an Unarmed Strike or pugilist weapon, she can deal an extra 1d12 damage or forgo it to make the next attack against the creature deal maximum damage, or to give the creature Disadvantage on attacks against creatures other than her until the end of her next turn.

  • HerculeanLevel 10

    Her Strength score is doubled when determining carrying capacity, her Unarmed Strikes are critical hits against objects, and her jump distance is doubled.

  • Shake It OffLevel 10

    At the start of her turn, she can remove one Exhaustion level or end Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Restrained, or Stunned on herself. Once used, it recharges on a Long Rest unless she accepts 1 Exhaustion level.

  • UnbreakableLevel 14

    She has Advantage on Strength, Dexterity, and Constitution saving throws. When she fails a saving throw, she can expend 1 Moxie Point to reroll it and must use the new roll.

  • PugnaciousLevel 15

    When she rolls Initiative, she can remove one Exhaustion level and regain her uses of Down But Not Out, Dig Deep, and Shake It Off. Once used, it recharges on a Long Rest.

  • Professional Wrestling PersonaLevel 1

    She is a professional wrestler and traveling entertainer, known for dramatic entrances, crowd work, staged rivalries, and legitimate combat ability.

  • TraitHumanAbility scores increased by 1 in Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma
  • TraitHumanMedium size
  • TraitHumanWalking speed of 30 feet
  • TraitHumanCommon language
  • TraitHumanHuman versatility and adaptability
  • By Popular DemandEntertainer

    By popular demand, she can usually find a place to perform in an inn, tavern, circus, or similar venue. Admirers may provide food, lodging, or modest assistance, and she can often gain access to local performers and their contacts.

Gear

7 items

Tools

  • Disguise kit
    A disguise kit used for theatrical personas and undercover investigations.

Gear

  • Wrestling gear
    Tight-fitting burgundy and cream wrestling trunks with reinforced stitching, designed as performance attire rather than armor.
  • Wrestling accessories
    Reinforced wrestling boots, elbow pads, knee pads, athletic wraps, and protective stage padding. These provide no mechanical armor bonus.
  • Athletic kit
    A small pouch containing chalk, resin, cloth tape, wax, and cleaning oil for maintaining grips and equipment.
  • Entertainer's costume
    A set of entertainer's clothes for public appearances away from the ring.
  • Traveling show equipment
    A folding mat, colorful entrance sash, hand-painted match placard, and small collection of wrestling posters.

Purse

  • Coin purse
    The usual starting wealth of an experienced adventurer, represented as 200 gp after years of performances, winnings, and recovered fees.

Appearance

A striking human woman with a powerful professional wrestler's physique, broad shoulders, thick arms, a narrow waist, pronounced six-pack abs, a buxom build, and a rounded, muscular bubble-shaped lower body. She has warm olive skin, soft brown eyes, and dark chestnut hair usually braided tightly before a match. Her wrestling gear consists of close-fitting burgundy and cream trunks, reinforced boots, elbow and knee pads, and a sleeveless entrance coat decorated with stitched golden circles. Her expression is confident and observant, with the alertness of someone always studying a room for hidden motives.

Mannerisms

Milla rolls her shoulders before difficult conversations, taps two fingers against her palm while studying a lie, and addresses hostile strangers as though announcing them to a cheering crowd. She instinctively checks the exits, the ceiling beams, and the nearest improvised weapon whenever she enters a room.

Personality

Warm, theatrical, and intensely observant. Milla treats conversation like a wrestling match, giving people room to reveal their intentions while she controls the pace. She is generous with frightened strangers, fond of playful exaggeration, and utterly unwilling to let a bully leave the ring unchallenged.

Ideals

Dignity. Every person deserves a fair chance to stand back up. Strength is only admirable when it is used to protect someone who has none.

Bonds

The old traveling troupe that raised her is her true family. She will risk almost anything to protect its members, especially young performers who remind her of herself.

Flaws

She cannot resist answering an insult, especially if someone mocks a weaker person or questions her courage. She sometimes mistakes suspicion for certainty, and her instinct to expose a fraud can make her reckless around people who are genuinely trying to help.

Quirks

She gives every opponent an imaginary wrestling nickname before deciding how to fight them.
She keeps a private notebook ranking lies by how badly they were delivered.
She eats an apple before every serious investigation, claiming it keeps her judgment crisp.
She bows to the crowd even when the crowd is only three guards and a confused donkey.
She names particularly effective grappling holds after towns where she uncovered a criminal scheme.

Background

Milla Sorell was raised in a family of traveling human performers who crossed the border towns, river fairs, and crowded market squares of the western kingdoms. Her mother sang comic ballads, her uncle performed feats of balance, and Milla discovered early that a crowded tavern was the perfect place to learn both stagecraft and self-defense. When a troupe's strongwoman retired, Milla took her place, first lifting painted barrels and wrestling padded volunteers, then defeating increasingly serious challengers in improvised bouts. She learned to make every entrance look effortless, every stumble look intentional, and every opponent reveal more than they meant to reveal. As her reputation grew, so did the number of people who tried to exploit the troupe. Milla became the company's unofficial investigator, noticing marked cards, false contracts, rigged matches, and thieves hiding among the audience. Her sharp eye eventually drew the attention of a retired detective who taught her the inquisitive methods of reading speech, posture, and hesitation. Now she performs as a professional wrestler by choice, using spectacle to gather rumors and expose bullies who believe a loud crowd makes them untouchable. She fights without weapons, relying on timing, leverage, painful holds, and the confidence to turn a villain's own momentum against them.

“She learned to make every entrance look effortless, every stumble look intentional, and every opponent reveal more than they meant to reveal.”
From their backstory
Background
Entertainer

Connections

Species

Human

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