Lazya
Lazya
Sheet
AC 16 · HP 134 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- IntimidationCHA
- PerceptionWIS
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
34 featuresAction
- Extra AttackLevel 5
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Bonus action
- One-Two PunchLevel 2
When On your turn
You can spend 1 Moxie Point to make two Unarmed Strikes as a bonus action.
- Stick and MoveLevel 2
When On your turn
You can spend 1 Moxie Point to make one Unarmed Strike and then Dash or Disengage.
- Second WindLevel 1
As a bonus action, you can regain 1d10 + your fighter level hit points. You can use this once per 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 Pugilist weapons. While 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, roll 1d8 in place of normal damage for your Unarmed Strike or Pugilist weapons, and improvised weapons count as having the Sap property for you.
- Brace UpLevel 2
As a bonus action, spend 1 Moxie Point and roll your Fisticuffs die to gain temporary hit points equal to the roll plus your Pugilist level and your Constitution modifier.
- Dig DeepLevel 4
As a bonus action, you can dig deep. For 10 minutes you have resistance to bludgeoning, piercing, and slashing damage, and you ignore exhaustion levels lower than 6.
Reaction
- Cross CounterLevel 3
When When you take damage from a melee attack
You can use your reaction to reduce damage from a melee attack by 1d10 plus your Strength modifier and Pugilist level. If the damage becomes 0, you may immediately make an Unarmed Strike or attack with a Pugilist weapon.
- 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, you cannot use this feature again until you finish a short or long rest.
Always on
- Fighting Style TrainingLevel 1
You possess training with all armor, shields, and martial weapons.
- Action SurgeLevel 2
You can act decisively in battle. Once per short or long rest, you can take one additional action on your turn.
- Martial Archetype, ChampionLevel 3
You have chosen the Champion archetype. Its features reflect your focus on athleticism and brutal efficiency.
- Improved CriticalLevel 3
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 plus your Constitution modifier.
- MoxieLevel 2
You have Moxie Points equal to your Pugilist level, which you can spend to fuel Pugilist features. You know Brace Up, One-Two Punch, and Stick and Move.
- Swagger StreakLevel 2
When you fail a Strength, Dexterity, Constitution, or Charisma check, you can expend 1 Moxie Point and add your Fisticuffs die to the check. If the check still fails, you regain the spent Moxie Point. Once used successfully or unsuccessfully, you 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 choose to Grapple or Shove the target.
- Bare Knuckle BoxerLevel 3
Your attack rolls with Unarmed Strikes score critical hits on a roll of 19 or 20.
- Pugilist SubclassLevel 3
Choose a Pugilist subclass. This character follows the Sweet Science path, emphasizing control, counterpunching, and ruthless rhythm in close combat.
- Ability Score ImprovementLevel 4
You gain a feat or Ability Score Improvement.
- HaymakerLevel 5
When you make an attack with an Unarmed Strike or Pugilist weapon, you can expend 1 Moxie Point. On a hit, you regain the spent point and deal maximum damage with that attack.
- Moxie-Fueled FistsLevel 6
Whenever you deal damage with your Unarmed Strike or an attack with an improvised weapon, you can choose for it to deal force damage instead of its normal damage type.
- 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, this cannot be used again until you finish a long rest.
- Ability Score ImprovementLevel 8
You gain a feat or Ability Score Improvement.
- 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 may forgo that damage to either Endanger the target or Provoke it.
- HerculeanLevel 10
Your Strength score is doubled for carrying capacity, your Unarmed Strikes critically hit objects, and your jump distance is doubled.
- Shake It OffLevel 10
At the start of each of your turns, you can remove one exhaustion level or end one of several conditions on yourself, such as blinded, charmed, deafened, frightened, paralyzed, poisoned, restrained, or stunned. Once used, you cannot use it again until you finish a long rest unless you take 1 exhaustion.
- TraitOrcDarkvision
- TraitOrcAggressive
- TraitOrcRelentless Endurance
- TraitOrcPowerful Build
- TraitOrcMenacing
- TraitOrcOrcish Ferocity
- WandererOutlander
You have an excellent memory for maps and geography, and can always find food and fresh water for yourself and up to five others in the wilderness, provided the land offers any at all.
Gear
7 itemsWeapons
- Hunting KnifeLarge sheathed knife kept at the belt, useful for camp chores and close fighting.
- Martial Weapon BackupA choice of martial weapon, such as a longsword or battleaxe, retained as a backup rather than a favorite.
Armor
- Leather VestBattered leather vest, worn open over a sleeveless black undershirt, functional rather than protective.
Gear
- Work PantsHeavy reinforced work pants of faded gray canvas, patched repeatedly for durability.
- Steel-Toed BootsThick-soled, steel-toed boots, scuffed and stained from hard use.
- Traveler's ClothesA set of traveler’s clothes and a hooded cloak for harsh weather.
- Outlander Travel GearA staff, a hunting trap, a trophy from an animal she killed, a set of traveler’s clothes, and a pouch containing 10 gp.
Appearance
Lazya is a hulking orc woman, 6'5" tall, built of lean, powerful muscle with deep olive-green skin like weathered stone. Her face is severe and striking, with a heavy brow, deep-set amber eyes, and pronounced tusks sharpened to points. Her ears are large and pierced with thick iron rings, and her head is shaved clean, revealing old white scar tissue across her scalp. She dresses for function rather than style, in patched gray work pants, steel-toed boots, a sleeveless black undershirt, and a battered open leather vest stained by blood and labor. Her arms are bare, corded with muscle, tribal tattoos, and jagged scars, and she carries herself with a deliberate, grounded grace.
Mannerisms
She speaks in short, gravelly sentences and lets silence do most of the work. When she is angry, she goes still instead of loud. In conversation, she folds her arms, tilts her head, and studies people like she is judging their stance before a fight. She cracks her neck before violence and rolls her shoulders as if settling into a familiar rhythm.
Personality
Blunt, disciplined, and hard to impress, Lazya treats respect as something earned under pressure. She does not waste words, but when she gives her loyalty it is total and physical, shown through standing her ground, taking the first blow, and making sure nobody else has to. She dislikes needless cruelty, however, and has a quiet fondness for the competent, the stubborn, and anyone who can keep moving after they have been hurt.
Ideals
Strength should protect what cannot protect itself. Power is only worth having if it can keep your people alive, your word intact, and your enemies afraid to repeat themselves.
Bonds
She carries a carved bone token from her shattered clan and will risk nearly anything to recover the surviving members of her family or avenge those who were taken from her.
Flaws
Lazya trusts force too quickly and subtle people too little. She assumes every problem can be solved by closing the distance and letting her hands do the arguing, which makes her easy to provoke and hard to redirect. If someone insults her strength, she may chase the offense long after it has stopped being wise. She also struggles to ask for help, because in her mind needing help is how a clan gets buried.
Quirks
Background
Lazya was born to a nomadic orc clan that wandered the hard plains beyond the city walls, where every meal was earned by blood, distance, and stubbornness. Her people taught that strength was not a promise, it was a daily act. She learned to hunt with bare hands before she learned the common tongue, and by the time she was old enough to stand watch, she had already become the clan's answer to every challenge. Not just the strongest, but the one who stayed standing after the rest had fallen. That life ended when a Spire-sanctioned land grab turned the plains into paperwork and the clan into trespassers. Some were killed, some taken, and the survivors scattered into alleys, labor gangs, and backroom fights. Lazya survived by doing what she had always done, hitting first, hitting harder, and taking whatever the world threw at her until it broke. In the city she found a brutal new education, tavern pits, dockside brawls, union strikes, and the strange discipline of fighting with fists, elbows, and whatever object was near enough to seize. Her body became a weapon, her silence a threat, and her rage something colder and more useful than grief.
“Her people taught that strength was not a promise, it was a daily act.”
- Background
- Outlander
Connections
Species
Orc
Media
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