Lazya
Lazya
Sheet
AC 16 · HP 134 · 30 ft.Saving throws
Skills
- AthleticsSTR
- IntimidationCHA
- PerceptionWIS
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
39 featuresAction
- Extra AttackLevel 5
When Passive
At 5th level, you can attack twice when you take the Attack action.
Bonus action
- Bonus Unarmed Strike
When Bonus Action
You can make an Unarmed Strike as a bonus action while wearing light or no armor and not wielding a shield.
- Brace Up
When Bonus Action
As a bonus action, spend 1 Moxie Point to gain temporary hit points equal to your Fisticuffs die result plus your Pugilist level and Constitution modifier.
- One-Two Punch
When Bonus Action
Spend 1 Moxie Point to make two Unarmed Strikes as a bonus action.
- Stick and Move
When Bonus Action
Spend 1 Moxie Point to make an Unarmed Strike and take the Dash or Disengage action as a bonus action.
- Dig Deep
When Bonus Action
As a bonus action, you can dig deep for 10 minutes. You gain resistance to bludgeoning, piercing, and slashing damage, and ignore exhaustion levels less than 6.
- Second WindLevel 1
At 1st level, you can push yourself to regain 1d10 + fighter level hit points as a bonus action once per short or long rest.
- TraitOrcAggressive, can move as a bonus action toward a hostile creature after using the action to move closer to it.
Reaction
- Bloodied But Unbowed
When Reaction
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.
- Cross Counter
When Reaction
When you take damage from a melee attack, you can use your reaction and spend 1 Moxie Point to reduce the damage by 1d10 + your Strength modifier + Pugilist level. If reduced to 0, you can make an Unarmed Strike or Pugilist weapon attack as part of the same reaction.
Always on
- Fisticuffs Die
When Whenever you deal damage with an Unarmed Strike or Pugilist weapon
You can roll 1d8 in place of the normal damage of your Unarmed Strike or Pugilist weapons.
- Improved Improvisation
When Passive
You can use the mastery properties of improvised weapons, and all improvised weapons count as having the Sap mastery property for you.
- Iron Chin
When Passive
While wearing light or no armor and not wielding a shield, your base AC equals 12 plus your Constitution modifier.
- Moxie
When Passive
You have a pool of Moxie Points equal to your Pugilist level, which refresh on a short or long rest.
- Swagger Streak
When Failed ability check
When you fail a Strength, Dexterity, Constitution, or Charisma check, you can spend 1 Moxie Point and add your Fisticuffs die to the check. If it still fails, the point is regained and the feature cannot be used again until a short or long rest.
- Heavy Hitter
When On hit
When you hit with an Unarmed Strike, you can deal damage and also choose to Grapple or Shove the target.
- Pugilist Subclass
When Passive
You gain a Pugilist subclass. Lazya follows the Sweet Science, emphasizing control, counterpunching, and brutal ringcraft.
- Ability Score ImprovementLevel 12
When Passive
At 4th level, you gain an Ability Score Improvement or feat.
- Haymaker
When On hit
When you make an attack with an Unarmed Strike or Pugilist weapon, you can spend 1 Moxie Point to deal maximum damage on a hit and regain the point.
- Moxie-Fueled Fists
When Passive
Your Unarmed Strike and improvised weapon damage can be your choice of force damage or its normal damage type.
- Down But Not Out
When When Bloodied But Unbowed is used
When you use Bloodied But Unbowed while bloodied, you can add your Constitution modifier plus your exhaustion level to damage rolls with Unarmed Strikes and Pugilist weapons for 1 minute.
- School of Hard Knocks
When Once per turn on hit
Once per turn, when you hit with an Unarmed Strike or Pugilist weapon, you deal an extra 1d12 damage of the same type. You can forgo this to apply Endanger or Provoke.
- Herculean
When Passive
Your Strength score is doubled for carrying capacity, your Unarmed Strikes critically hit objects, and your jump distances are doubled.
- Shake It Off
When Start of turn
At the start of each of your turns, you can remove one exhaustion level or end one of several debilitating conditions. Restoring this use requires a long rest unless you gain exhaustion.
- Bare Knuckle Boxer
When Passive
Your Unarmed Strike attack rolls score a critical hit on 19 or 20.
- Combo Maker
When On hit
When you deal damage with an Unarmed Strike, you can forgo the grapple or shove rider from Heavy Hitter to gain advantage on attack rolls against that target until the start of your next turn.
- Improved CriticalLevel 3
When Passive
Your martial training grants you critical hits on weapon attacks on a roll of 19 or 20.
- IndomitableLevel 13
When Reaction
You can reroll a failed saving throw once per long rest.
- IndomitableLevel 13
When Reaction
You can reroll a failed saving throw twice per long rest in total, because you have reached fighter level 13.
- Hit DiceLevel 1
A pool of d10 hit dice used to regain hit points during short rests.
- Fighter Weapon and Armor TrainingLevel 1
At 1st level, you gain proficiency with all armor, shields, and martial weapons.
- Action SurgeLevel 2
At 2nd level, you can take one additional action on your turn, usable once per short or long rest.
- Martial Archetype, ChampionLevel 3
At 3rd level, choose the Champion archetype. Your martial training emphasizes raw physical supremacy and relentless pressure.
- Remarkable AthleteLevel 7
At 7th level, you add half your proficiency bonus to Strength, Dexterity, and Constitution checks you are not already proficient in, and your long jump and high jump distances improve.
- Additional Fighting StyleLevel 10
At 10th level, you gain a second Fighting Style.
- TraitOrcDarkvision, 60 ft.
- TraitOrcPowerful Build, counts as one size larger for carrying capacity and pushing, pulling, lifting, or dragging.
- TraitOrcMenacing, proficiency in the Intimidation skill.
- WandererOutlander
You have an excellent memory for maps and geography, and can always recall the general layout of terrain, settlements, and paths you have traveled.
Gear
9 itemsWeapons
- BattleaxePrimary weapon choice from fighter starting equipment.
- WarhammerSecondary weapon choice from fighter starting equipment.
- StaffOutlander travel gear.
Armor
- Chain mailHeavy armor from fighter starting equipment, kept as field gear even though Lazya prefers to fight unarmored.
Gear
- Dungeoneer's packStandard adventuring gear from fighter starting equipment.
- Hunting trapOutlander travel gear.
- Trophy from a fallen enemy or beastOutlander travel keepsake from a hunted beast or clan tradition.
- Traveler's clothesRough travel clothing adapted to practical fighting and labor.
- Belt pouchCoin pouch from background equipment.
Appearance
Lazya is a hulking female orc standing 6'5" tall, built from slabs of dense muscle and scarred from a lifetime of hard labor and pit fights. Her skin is deep olive green, weathered like old stone, with a broad brow, amber eyes, and sharp tusks filed to points. She is bald, her scalp marked by white scar tissue, and her large pointed ears carry heavy iron rings. Her practical clothing is stripped to essentials, worn work pants, a coarse sleeveless shirt, a battered open vest, steel-toed boots, and a wide utility belt that holds whatever tools or weapons are closest at hand. Her presence is intimidating, but her movements are controlled and unexpectedly graceful.
Mannerisms
Lazya speaks in short, deliberate sentences and often answers questions after a long, measuring pause. When thinking, she cracks her knuckles one hand at a time and rolls her shoulders as if loosening up for a fight. She rarely sits with her back to a door, and when irritated she fixes people with a flat amber stare that makes silence feel like a challenge.
Personality
Lazya is blunt, hard to impress, and almost impossible to bluff. She values action over speeches, respect over ceremony, and proof over promises. In battle she is calm in the simplest possible way, she steps forward, takes the hit, and answers with something heavy enough to end the argument. Despite her intimidating manner, she has a quiet protective streak for laborers, outcasts, and anyone who has been forced to survive by their own hands.
Ideals
Strength should protect, not merely dominate. The powerful are obligated to shield those who cannot strike back, and any law that exists only to enrich the cruel deserves to be broken.
Bonds
She carries a cracked iron token from her vanished clan, and she will not abandon anyone who has shown her true loyalty. If she finds survivors of her people, she will protect them first and ask questions later.
Flaws
She mistakes force for honesty and can become reckless when she believes a fight is the fastest answer. Lazya struggles to trust polished authority, assumes most plans are disguises for cowardice, and sometimes overcommits to proving that she can endure more pain than anyone else in the room.
Quirks
Background
Lazya was born among a nomadic orc clan that survived by moving first and striking harder than whatever came after them. On the wind-scoured plains beyond civilized borders, strength was not a philosophy, it was weather, law, and prayer all at once. She learned to wrestle calves to the ground, drag supplies through mud, and settle disputes with bare hands before she ever learned the finer points of the Common tongue. By the time she was grown, even her clan's elders watched her with cautious respect, because every challenge she faced seemed to end with broken teeth and stunned silence. That life ended when a sanctioned land-grab by the Spire tore the clan apart. Some were killed, some imprisoned, and some scattered into a world that only respected violence when it was organized and profitable. Lazya survived by doing what she had always done, fighting, hauling, hunting, and never staying down. In city back alleys, work pits, and illegal prize rings, she discovered that fists could be more than survival. They could be a language. As a fighter and pugilist, she honed a brutal, economical style, one that turned elbows, shoulders, knuckles, and whatever was within reach into a lesson. Now she walks the world as a living dare, a woman who looks like she was carved out of siegewood and bad decisions, searching for the people who broke her clan and any worthy enough to stand in her way.
“On the wind-scoured plains beyond civilized borders, strength was not a philosophy, it was weather, law, and prayer all at once.”
- Background
- Outlander
Connections
Species
Orc
Media
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