Lazya
Lazya
Sheet
AC 16 · HP 130 · 30 ft.Saving throws
Skills
- AthleticsSTR
- IntimidationCHA
- PerceptionWIS
- SurvivalWIS
Armor
Weapons
Languages
Features
29 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
Once per short rest, you can use a bonus action to regain 1d10 + your fighter level hit points.
- Action SurgeLevel 2
On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once used, it refreshes on a short or long rest.
- FisticuffsLevel 1
Your years of fighting in back alleys and taverns have given you mastery over combat styles that use unarmed strikes and simple melee or improvised weapons. While you are unarmed or wielding only Pugilist weapons and wearing light or no armor and not wielding a shield, you can make an unarmed strike as a bonus action, your unarmed strikes and Pugilist weapons use a Fisticuffs die of 1d8, and improvised weapons count as having the Sap mastery property for you.
- Dig DeepLevel 4
You can take a bonus action to dig deep. For 10 minutes, you have resistance to bludgeoning, piercing, and slashing damage, and you ignore exhaustion levels below 6. Once used, it refreshes on a long rest, or you can 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, you also gain temporary hit points equal to four times your pugilist level. You can use this again only after a short or long rest.
- Cross CounterLevel 3
When you take damage from a melee attack, you can use your reaction and expend 1 Moxie Point to reduce the damage by 1d10 + your Strength modifier + your pugilist level. If you reduce it to 0, you can make an unarmed strike or attack with a Pugilist weapon as part of the same reaction.
Always on
- Fighter ProficienciesLevel 1
You are proficient with all armor, shields, and simple and martial weapons.
- Champion, Improved CriticalLevel 3
You gain the Champion martial archetype. Your weapon attacks score a critical hit on a roll of 19 or 20.
- Iron ChinLevel 1
While you are wearing light or no armor and not wielding a shield, your base Armor Class equals 12 + your Constitution modifier.
- MoxieLevel 2
You have a pool of Moxie Points equal to your pugilist level, which you can spend to fuel features. You know Brace Up, One-Two Punch, and Stick and Move, and you 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 add your Fisticuffs die 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 with an unarmed strike, you can use the damage and choose to grapple or shove the target.
- Pugilist SubclassLevel 3
You gain a Pugilist subclass. This character follows the Sweet Science path, which emphasizes disciplined combinations, ringcraft, and punishing counterpunches.
- Bare Knuckle BoxerLevel 3
Your unarmed strike attacks can score critical hits on a roll of 19 or 20.
- 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 point.
- Moxie-Fueled FistsLevel 6
When you deal damage with an unarmed strike or improvised weapon, you can choose for it to deal force damage instead of its normal damage type.
- Combo MakerLevel 6
When you deal damage with an unarmed strike against a creature, you can choose to gain advantage on attack rolls against that target until the start of your next turn instead of using Heavy Hitter to grapple or shove.
- Down But Not OutLevel 7
When you use Bloodied But Unbowed while bloodied, you can add your Constitution modifier plus your exhaustion level to the damage of your unarmed strikes and Pugilist weapons for 1 minute. Once used, you cannot use it again until you finish a long rest.
- Ability Score ImprovementLevel 8
You gain another ability score improvement or feat of your choice.
- School of Hard KnocksLevel 9
Once per turn, when you hit with an unarmed strike or Pugilist weapon, you can deal an extra 1d12 damage of the same type. Instead, you can forgo that damage to make the target vulnerable to the next hit's maximum weapon-die damage or to impose disadvantage on its attacks against creatures other than you until the end of your next turn.
- HerculeanLevel 10
Your Strength score is doubled for carrying capacity, your unarmed strikes against objects are critical hits, and your jump distance is doubled.
- Shake It OffLevel 10
At the start of each of your turns, you can remove one level of exhaustion or end one of several conditions on yourself. Once used, you cannot use it again until you finish a long rest unless you gain a level of exhaustion to restore it.
- TraitOrcDarkvision
- TraitOrcMenacing
- TraitOrcRelentless Endurance
- TraitOrcPowerful Build
- TraitOrcOrcish Aggression
- WandererOutlander
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you.
Gear
9 itemsWeapons
- Hunting knifeA hunting knife carried as a practical sidearm and utility blade.
- Travel staffA club or quarterstaff taken as a simple traveling weapon, if needed.
Armor
- Battered leather vestA battered leather vest with old bloodstains and tool marks.
Gear
- Modern workwearHeavy work pants and a battered leather vest adapted from her modern streetwear and fighting gear.
- Steel-toed bootsA pair of thick, steel-toed boots worn for labor and fighting.
- Utility beltA wide utility belt with pouches for small tools, coins, and odds and ends.
- Hunting trapA hunting trap carried from her Outlander upbringing.
- Clan trophyA trophy from a favored hunt, kept as a reminder of where she came from.
- Traveler's packA traveler’s pack with practical supplies for the road.
Appearance
Lazya is a hulking orc woman who dominates any room she enters, standing 6'5" with a mountain of dense, corded muscle forged by labor and bare-knuckle violence. Her skin is deep olive green, thick and scarred like weathered stone, and her broad face is shadowed by a heavy brow ridge over deep-set amber eyes. Her lower jaw juts powerfully, with tusks filed to sharp points that curl past her upper lip. Her ears are large and pointed, set with thick iron rings, and her head is shaved bald, exposing old white scar tissue that webs across her scalp. She moves with deliberate, grounded grace, like a battering ram that learned how to dance. In modern dress she favors heavy work pants, steel-toed boots, a sleeveless black undershirt, and a battered open leather vest, all chosen for durability rather than style.
Mannerisms
She speaks sparingly, usually in short sentences or clipped orders, and lets silence do most of the threatening. When thinking, she rolls her shoulders or cracks her knuckles one at a time. If she likes someone, she stands slightly closer than is comfortable, as if measuring whether they can take a hit and still remain standing.
Personality
Blunt, stoic, and physically fearless, Lazya values action over explanation and respect over charm. She is not unintelligent, but she filters every problem through immediate physical reality, asking first who can be hit, carried, restrained, or broken. Beneath the hard edges is a loyal protector with a dry, unexpectedly practical sense of humor, especially when someone underestimates her or tries to intimidate her with status.
Ideals
Strength should protect, not just dominate. Power is only honorable when it is used to shield the helpless, keep faith with the loyal, and punish those who prey on the weak.
Bonds
Her clan was scattered by the Spire, and she will not rest until she knows what became of every surviving kin she can still find.
Flaws
Lazya solves too many problems with force because force has rarely failed her. She struggles to trust anyone whose strength is social, political, or subtle, and she can be openly contemptuous of bluffing, ritual, or procedure. If someone threatens her found family or speaks lightly of the scattered survivors from her clan, her judgment narrows until all that remains is the next blow.
Quirks
Background
Lazya was born into a nomadic orc clan that measured worth in bruises, endurance, and the ability to keep moving when the world tried to break you. On the plains beyond the city, she learned to hunt with her hands, wrestle in mud, and survive winters that killed kinder folk than her. She was the strongest child in her camp, then the strongest young woman, and finally the one others looked to when the clan needed a wall of muscle to stand behind. The city called her people savage, but it was the city that came with soldiers, laws, and a Spire-sanctioned land-grab that burned her clan out of its own history. Some were killed, some were jailed, and Lazya learned that civilization often wore cleaner boots than the raiders it condemned. She answered that lesson with fists. In the years since, Lazya has worked as a laborer, pit fighter, and breaker of problems too ugly for polite companies to discuss. Her style became brutally practical, not merely to survive but to dominate. She learned to turn bottles, chairs, chains, and bare knuckles into honest arguments, and the ring taught her how to read a body the way others read a ledger. When she finally met a Champion who respected her gift for punishment, she refined that raw savagery into a disciplined science of violence. Now she walks the modern world as a hard-edged enforcer and reluctant hero, carrying the memory of a scattered clan and a promise that no one else will be taken so easily while she still has breath and fists.
“On the plains beyond the city, she learned to hunt with her hands, wrestle in mud, and survive winters that killed kinder folk than her.”
- Background
- Outlander
Connections
Species
Orc
Media
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