Tusk
Tusk
Sheet
AC 18 · HP 180 · 40 ft.Saving throws
Skills
- Animal HandlingWIS
- AthleticsSTR
- IntimidationCHA
- NatureINT
- PerceptionWIS
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
28 featuresAction
- Extra AttackLevel 5
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
- Intimidating PresenceLevel 10
At 10th level, you project an aura of dread. As an action, choose one creature within 30 feet. It must succeed on a Wisdom saving throw or become frightened of you for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on a success. Uses and DC are based on the Berserker feature.
- Extra AttackLevel 5
You can attack twice instead of once whenever you take the Attack action on your turn.
Bonus action
- RageLevel 1
You can enter a rage as a bonus action. While raging, you gain advantage on Strength checks and Strength saving throws, bonus damage on melee weapon attacks using Strength, and resistance to bludgeoning, piercing, and slashing damage. Rage lasts for 1 minute, ends early if you are knocked unconscious or if your turn ends without attacking a hostile creature or taking damage since your last turn. Uses per long rest are based on barbarian level.
- FrenzyLevel 3
At 3rd level, you adopt the Berserker path. When you enter a rage, you can choose to frenzy. If you do so, for the duration of that rage you can make a single melee weapon attack as a bonus action on each of your turns after the first. When the rage ends, you suffer one level of exhaustion.
- FisticuffsLevel 1
Your years of fighting in back alleys and taverns have given you mastery over combat styles that use Unarmed Strikes and Pugilist weapons. You gain a bonus unarmed strike as a bonus action while unarmored and wielding only Pugilist weapons, and your Fisticuffs die replaces normal unarmed strike damage.
- Dig DeepLevel 4
You can use a bonus action to dig deep. For 10 minutes, you have resistance to bludgeoning, piercing, and slashing damage and ignore exhaustion levels lower than 6. Once used, this refreshes 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. Once used, this cannot be used again until you finish a short or long rest.
- Meat ShieldLevel 6
While you have a creature grappled, you gain half cover against attacks from creatures you are not grappling. When a creature you are not grappling misses you with an attack roll, you can use your reaction and expend 1 Moxie Point to force that creature to reroll the attack against a creature you are grappling.
Always on
- Unarmored DefenseLevel 1
While you are not wearing any armor, your Armor Class equals 10 plus your Dexterity modifier plus your Constitution modifier.
- Reckless AttackLevel 2
While raging, you have advantage on melee weapon attack rolls using Strength, but attack rolls against you have advantage until your next turn.
- Danger SenseLevel 2
You have advantage on Dexterity saving throws against effects you can see, such as traps and spells, when not blinded, deafened, or incapacitated.
- Mindless RageLevel 6
Beginning at 6th level, you cannot be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
- Fast MovementLevel 5
Your speed increases by 10 feet while you are not wearing heavy armor.
- Brutal CriticalLevel 9
Beginning at 9th level, your melee weapon attacks deal one additional weapon damage die when you score a critical hit.
- Relentless RageLevel 11
At 11th level, your rage keeps you going. If you are reduced to 0 hit points while raging and do not die outright, you can make a DC 10 Constitution saving throw to drop to 1 hit point instead. Each time you use this after the first, the DC increases by 5 until you finish a short or long rest.
- Iron ChinLevel 1
While you are unarmored, your base Armor Class equals 12 plus your Constitution modifier.
- MoxieLevel 2
You have a pool of Moxie Points equal to your Pugilist level. You can spend them on Pugilist features and regain all expended points 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 roll your Fisticuffs die and add it to the check. If the check still fails, you regain the Moxie 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 also use either the Grapple or Shove option.
- GroundworkLevel 3
You gain the Groundwork technique. Compression Lock lets you deal bludgeoning damage to each creature you have grappled at the start of your turn. Inescapable lets you impose disadvantage on a creature's save or check against your grapple or shove DC by spending 1 Moxie Point. Stop and Drop lets you grapple and shove when you hit with an unarmed strike and do not use a mastery property.
- Muscle MassLevel 3
You gain proficiency with Athletics if you lack it, or expertise in Athletics if you already have it.
- Ability Score ImprovementLevel 4
At 4th level, you gain a feat or an Ability Score Improvement. This character uses the increase to complete the build's physical dominance and battlefield control.
- 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 an unarmed strike or an improvised weapon, you can choose to deal force damage instead of the weapon's normal damage type.
- TraitHumanAbility Score Increase, all ability scores increase by 1.
- TraitHumanExtra Language, you know one extra language of your choice.
- Military RankSoldier
Your military training earns you respect and deference from those who recognize authority and service. You can usually secure lodging, assistance, or safe passage among military organizations and those who honor soldiers.
Gear
9 itemsWeapons
- GreataxeA massive greataxe, carried more as a threat than a tool.
- 4×JavelinFour javelins for ranged throwing or battlefield utility.
Tools
- Rivet GunA compact rivet gun adapted as a tool and improvised weapon.
Gear
- Explorer's PackA sturdy explorer's pack with bedroll, rations, waterskin, tinderbox, torches, and rope.
- Insignia of RankA faded insignia marking military service and rank.
- Trophy from Fallen EnemyA trophy taken from a fallen enemy.
- Common ClothesA set of dark, functional common clothes suited for travel and work.
- PouchA pouch containing 10 gold pieces.
- Tool BeltA collection of wrenches, spare power cells, and maintenance gear.
Appearance
Tusk is a towering human woman, 6 feet 8 inches tall, built like a siege engine in human form. Her shoulders are broad enough to fill a doorway, her chest and back hardened by layers of muscle and visible plating, and her deep tan skin is marked by old scars and surgical seams where cybernetics were grafted in. Her face is square jawed and severe, with a crooked healed nose and a mouth that naturally rests in a hard, unsmiling line. One eye is a flat gunmetal gray, the other replaced by a red glowing cybernetic lens that hums softly when it tracks movement. Her hair is shaved into a brutal military buzz cut. She wears a sleeveless black undershirt, battered leather vest, heavy gray cargo pants, steel toe boots, and a tool belt loaded with spare cells, wrenches, and a compact rivet gun. Her right arm is a matte black cybernetic limb of pistons and plates, while her left is reinforced beneath the skin and ends in a steel prosthetic hand.
Mannerisms
Tusk speaks in short, measured sentences, usually while scanning exits or checking a person's hands. She cracks her neck before a fight, rolls one shoulder at a time like she is waking a machine, and unconsciously flexes her steel hand when thinking. When irritated, the red lens in her eye flickers as it refocuses, giving the impression that she is weighing whether a problem is worth punching.
Personality
She is stoic, blunt, and hard to impress, but not cruel. Tusk respects competence, courage, and people who keep their word. She rarely wastes motion or speech, and when she does speak, it tends to be practical, dry, or unexpectedly protective. Beneath the intimidating exterior is a deeply disciplined survivor who measures every room by threats, exits, and who in it deserves to be guarded.
Ideals
Endurance. A person proves their worth by what they can survive and still choose to become. She believes strength should protect the weak, punish predators, and keep the line from breaking.
Bonds
She keeps the dog tags of her original squad in a reinforced pocket over her heart, and she will cross any distance or break any law to recover the remains of the last comrade she lost. She also feels a fierce protectiveness toward other veterans, laborers, and anyone treated like disposable equipment.
Flaws
Tusk struggles to trust authority unless it has earned her respect in blood or action. She can be reckless when challenged, taking insults personally and escalating far past what the situation requires. In quieter moments she is uneasy, almost suspicious, of gentleness, because kindness once came with a bill she could not always pay.
Quirks
Background
Tusk was built twice, once by birth and once by war. She came from a hard border province where labor was brutal, supplies were thin, and every child was expected to become useful or die trying. She started as infantry, a blunt instrument in a line of equally desperate bodies, but she survived the wars that should have broken her by embracing the one truth that never failed her, hit first, hit harder, keep standing. The first cybernetic grafts were field repairs after a bomb collapse. The rest came later, purchased with enlistment pay, favors, and the kind of bargains only a soldier with no future makes. Each enhancement made her stronger, meaner, and harder to kill, until people stopped calling her by her old name and started calling her Tusk, because once she got her grip on something, she did not let go. After the army, she drifted into pits, dockside fights, and backroom brawls, discovering that a battlefield is not the only place where discipline matters. In the squared circle, she learned to turn pain into momentum, to catch an enemy off balance, and to make every clinch feel like a siege. Her fists, boots, and steel hands became tools of intimidation, but her soldier's instincts never left her. She reads rooms like terrain, counts exits like ammunition, and carries herself with the grim certainty of someone who has already survived the worst day of her life and plans to outlast the next one.
“She came from a hard border province where labor was brutal, supplies were thin, and every child was expected to become useful or die trying.”
- Background
- Soldier
Connections
Species
Human
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