Vorka
Vorka
Sheet
AC 16 · HP 244 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionINT
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
39 featuresAction
- Extra AttackLevel 5
You can attack twice instead of once whenever you take the Attack action on your turn.
Bonus action
- Second WindLevel 1
On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once used, this feature requires a short or long rest to recharge.
- FisticuffsLevel 1
While unarmed or wielding only simple melee weapons or improvised weapons, wearing light or no armor, and not wielding a shield, Vorka can make an Unarmed Strike as a Bonus Action. Her Fisticuffs die is a d8. Improvised weapons count as having the Sap mastery property for her.
- Dig DeepLevel 4
Vorka can use a Bonus Action to gain Resistance to Bludgeoning, Piercing, and Slashing damage for 10 minutes and ignore Exhaustion levels less than 6. She can use this once per Long Rest, or restore it by gaining 1 Exhaustion level.
Reaction
- Bloodied But UnbowedLevel 2
When Vorka 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.
- Squared Circle: Meat ShieldLevel 6
While Vorka has a creature Grappled, she has Half Cover against attacks from creatures she is not Grappling. When an ungrappled creature misses her with an attack, she can expend 1 Moxie Point as a Reaction to force the attack to be rerolled against a creature she is Grappling.
Always on
- Fighter ProficienciesLevel 1
You gain proficiency with all armor, shields, simple weapons, and martial weapons. Vorka has chosen to fight unarmed and does not carry weapons into the ring.
- Fighting Style: DefenseLevel 1
You adopt a particular style of fighting as your specialty. Vorka has chosen the Defense fighting style. While wearing armor, she gains a +1 bonus to AC. This benefit is inactive while she fights in light clothing or no armor.
- Action SurgeLevel 2
You can take one additional action on your turn. Once used, this feature requires a short or long rest to recharge. At fighter level 6, Vorka can use it twice between rests, but only once on the same turn.
- Improved CriticalLevel 3
When you score a critical hit on a weapon attack, you can roll one additional weapon damage die. This feature applies only to weapon attacks, not unarmed strikes.
- Ability Score ImprovementLevel 4
You gain proficiency in Athletics from the fighter class. Through Muscle Mass, this proficiency becomes Expertise, doubling your proficiency bonus for Athletics checks.
- Ability Score ImprovementLevel 6
You gain another Ability Score Improvement. Vorka increased her Strength by 2, raising it to 18.
- Remarkable AthleteLevel 7
You can add half your proficiency bonus, rounded up, to any Strength, Dexterity, or Constitution check that does not already use your proficiency bonus. You also gain a climbing speed equal to your walking speed for such checks and can make running long jumps after moving only 5 feet.
- Entertainer TrainingLevel 1
You gain proficiency with the disguise kit and one musical instrument. Vorka is proficient with the drum and disguise kit.
- Iron ChinLevel 1
While wearing light or no armor and not wielding a shield, Vorka's base AC equals 12 plus her Constitution modifier.
- MoxieLevel 2
Vorka has 13 Moxie Points. She regains all expended points after a short or long rest. She knows Brace Up, One-Two Punch, and Stick and Move.
- Swagger StreakLevel 2
When Vorka fails a Strength, Dexterity, Constitution, or Charisma check, she can expend 1 Moxie Point and add 1d8 to the check. If the check still fails, the point is regained, and this feature cannot be used again until a short or long rest.
- Heavy HitterLevel 3
When Vorka hits with an Unarmed Strike, she can deal its damage and also choose the Grapple or Shove option.
- Pugilist SubclassLevel 3
Vorka chooses the Squared Circle pugilist subclass and gains its features at the appropriate levels.
- Ability Score ImprovementLevel 4
Vorka gains an Ability Score Improvement. She selected the Tough feat, increasing her hit point maximum by 40.
- HaymakerLevel 5
When Vorka attacks with an Unarmed Strike or pugilist weapon, she can expend 1 Moxie Point. On a hit, the point is regained and the attack deals maximum damage.
- Ability Score ImprovementLevel 8
Vorka gains another Ability Score Improvement. She increased her Dexterity by 2, raising it to 20.
- Moxie-Fueled FistsLevel 6
Unarmed Strikes and improvised weapons can deal Force damage instead of their normal damage type.
- Down But Not OutLevel 7
When Vorka uses Bloodied But Unbowed while Bloodied, she can add her Constitution modifier plus her Exhaustion levels to the damage of her Unarmed Strikes and pugilist weapons for 1 minute. Once used, this feature requires a Long Rest to recharge.
- School of Hard KnocksLevel 9
Once per turn, when Vorka 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 target deal maximum damage or give the target Disadvantage on attacks against creatures other than Vorka.
- HerculeanLevel 10
Vorka's Strength score counts as doubled for 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, Vorka can remove one Exhaustion level or end Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Restrained, or Stunned on herself. Once used, this feature requires a Long Rest, or can be restored by taking 1 Exhaustion level.
- Dig DeeperLevel 13
For 1 minute, Vorka gains all the benefits of Dig Deep and can use School of Hard Knocks twice per turn. At level 20, she can use this feature twice per Long Rest.
- UnbreakableLevel 14
Vorka has Advantage on Strength, Dexterity, and Constitution saving throws. When she fails any saving throw, she can expend 1 Moxie Point to reroll it.
- PugnaciousLevel 15
When Vorka 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, this feature requires a Long Rest to recharge.
- Squared Circle: GroundworkLevel 3
When Vorka starts her turn with one or more creatures Grappled, she deals 1d8 + 4 Bludgeoning damage to each. She can expend 1 Moxie Point to give a creature Disadvantage on a saving throw or ability check against her grapple or shove DC. When she hits with an Unarmed Strike without using a mastery property, she can Grapple and Shove as part of the attack.
- Squared Circle: Muscle MassLevel 3
Vorka gains Expertise in Athletics, doubling her proficiency bonus for Athletics checks.
- Squared Circle: HeavyweightLevel 11
Vorka counts as one size larger when using Grapple or Shove. She does not spend extra movement to move a creature Grappled by her if it is her size or smaller.
- Ability Score ImprovementLevel 12
Vorka gains the Tough feat. Her hit point maximum increases by 40.
- Ability Score IncreaseHuman+1 to all six ability scores, already included in the listed scores.
- SizeHumanMedium.
- SpeedHuman30 feet.
- LanguagesHumanCommon and one additional language of choice.
- By Popular DemandEntertainer
Vorka can always find a place to perform, usually an arena, tavern, festival ground, or public square. She can secure modest lodging and food for herself and her companions by performing, and local admirers often recognize her from her wrestling exhibitions.
Gear
9 itemsWeapons
- GreatswordA heavy greatsword issued as fighter training equipment and kept stored rather than carried into the ring.
- Light crossbow and boltsA light crossbow and 20 bolts, retained as emergency equipment but not used in Vorka's unarmed fighting style.
Armor
- Chain mailFighter starting equipment selected for travel and emergencies, though Vorka does not wield the weapons during her performances.
Tools
- DrumA simple drum used for entrance music, rhythm, and theatrical performances.
- Disguise kitA disguise kit for changing her appearance between matches or slipping away from unwanted attention.
Gear
- Entertainer's costumeA set of ring-ready clothing and a dramatic entrance costume, worn or packed for performances.
- Favor of an admirerA small token given to Vorka by an admirer after her first major championship victory.
- Coin pouchA pouch containing starting coin from her entertainer background.
- Dungeoneer's packA pack containing essential adventuring supplies.
Appearance
Vorka is a powerfully built human woman with broad shoulders, thick muscular arms, a defined six-pack, a buxom chest, and a rounded, athletic build. She wears a simple dark tank top over fitted leggings, practical clothing that allows her to move freely in the ring. Her dark, thick hair is tied in a loose ponytail, with damp strands curling around her temples and nape. Her face is sharp and rugged, framed by a strong jaw, deep-set dark eyes, thick brows, a straight nose slightly crooked from an old break, and full lips. Her tanned skin bears faint scars along her temple, cheekbone, shoulders, and knuckles, each one a souvenir from a match or a back-alley lesson.
Mannerisms
Vorka rolls her shoulders before speaking, taps two fingers against her sternum when making a promise, and unconsciously scans every room for exits, balconies, and sturdy tables. Before a difficult fight, she grins at her opponent and announces the match as if a cheering crowd were already present.
Personality
Vorka is charismatic, fearless, theatrical, and intensely protective. She treats every conversation like a performance and every battle like a contest whose rules she intends to define. Beneath her swagger is a disciplined athlete who studies footwork, breathing, leverage, and audience psychology. She loves a good entrance, applauds worthy opponents, and is unexpectedly gentle with frightened children, injured animals, and anyone who has been publicly humiliated.
Ideals
Every fight should prove something. Strength is not measured by how hard you can hit, but by how long you can stand between the cruel and the helpless.
Bonds
The traveling troupe that raised Vorka is her family. She sends them money whenever she can and will cross half a kingdom to defend their reputation or rescue one of their members. She also keeps the first championship belt she ever won, not as a trophy, but as a promise that she will never again allow powerful people to hurt those who cannot fight back.
Flaws
Vorka cannot resist answering an insult with a challenge, even when diplomacy would be wiser. She is also proud to the point of recklessness and has difficulty admitting when an injury is serious.
Quirks
Background
Vorka was raised among traveling performers who moved from town to town with a patched wagon, a battered stage, and more confidence than coin. She learned early that an audience could be won with timing, spectacle, and nerve. At first she performed comic bouts and staged grapples, but the pretend fighting became real whenever bullies, thieves, or drunken patrons decided the troupe looked vulnerable. Vorka discovered that she enjoyed the honest clarity of a fight. In the ring, every boast had to be backed by strength, every trick had to be timed perfectly, and every defeat could become a lesson.
“She learned early that an audience could be won with timing, spectacle, and nerve.”
- Background
- Entertainer
Connections
Species
Human
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