Kallka Quispe
Kallka Quispe
Sheet
AC 16 · HP 196 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandSTR
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
44 featuresBonus action
- One-Two Punch
When Bonus action
Make two Unarmed Strikes as a bonus action by spending 1 Moxie Point.
- Cunning ActionLevel 2
Kallka can use a bonus action to Dash, Disengage, or Hide.
- FisticuffsLevel 1
Kallka can use a bonus action to make an Unarmed Strike while unarmored or wearing light armor and wielding no shield. Her Unarmed Strike and improvised weapon damage die is 1d8, and improvised weapons count as having Sap mastery for her.
- Dig DeepLevel 4
Kallka can use a bonus action to gain resistance to bludgeoning, piercing, and slashing damage for 10 minutes and ignore exhaustion levels below 6. Once used, this requires a long rest unless she gains 1 exhaustion.
- Rogue Cunning ActionLevel 2
Kallka can take a bonus action to Dash, Disengage, or Hide, and she can use Uncanny Dodge against attacks she can see.
- Inquisitive, Eye for DetailLevel 3
Kallka can make a bonus action Wisdom (Perception) check to detect a hidden creature or clue, or use passive Perception to notice secret doors and traps.
Reaction
- Bloodied But UnbowedLevel 2
When damaged, Kallka can use a reaction to regain all expended Moxie Points. If bloodied, she also gains 52 temporary hit points. Once used, this requires a short or long rest.
Always on
- Brace Up
When Bonus action
Gain 1d8 plus 17 temporary hit points for 10 minutes by spending 1 Moxie Point.
- Stick and Move
When Bonus action
Make an Unarmed Strike, then Dash or Disengage by spending 1 Moxie Point.
- Compression Lock
When Start of turn while grappling
Deal 1d8 plus 3 bludgeoning damage to each creature grappled by Kallka at the start of her turn.
- Stop and Drop
When Hit with an Unarmed Strike without using a mastery property
Use Unarmed Strike damage and Grapple or Shove together after a hit.
- Rogue ProficienciesLevel 1
Kallka gains proficiency with light armor, simple weapons, hand crossbows, longswords, rapiers, and shortswords. She also gains proficiency with thieves' tools and thieves' cant.
- Sneak Attack, 4d6Level 1
Once per turn, Kallka deals an extra 4d6 damage when she hits with a finesse or ranged weapon attack and has the required advantage or nearby ally.
- Iron ChinLevel 1
While wearing light or no armor and not wielding a shield, Kallka's base Armor Class is 12 plus her Constitution modifier.
- MoxieLevel 2
Kallka has four Moxie Points, regained after a short or long rest. She knows Brace Up, One-Two Punch, and Stick and Move.
- Swagger StreakLevel 2
When Kallka fails a Strength, Dexterity, Constitution, or Charisma check, she can spend 1 Moxie Point and add 1d8. If she still fails, the point is regained and the feature cannot be used again until a short or long rest.
- Heavy HitterLevel 3
When Kallka hits with an Unarmed Strike, she can deal damage and also Grapple or Shove the target.
- Ability Score ImprovementLevel 4
Kallka gains an Ability Score Improvement or feat.
- Extra AttackLevel 5
Kallka can attack twice whenever she takes the Attack action.
- HaymakerLevel 5
When attacking with an Unarmed Strike or pugilist weapon, Kallka can spend 1 Moxie Point. On a hit, she regains the point and deals maximum damage with that attack.
- Moxie-Fueled FistsLevel 6
Kallka can choose force damage instead of the normal damage type for her Unarmed Strikes and improvised weapon attacks.
- Down But Not OutLevel 7
After using Bloodied But Unbowed while bloodied, Kallka can add her Constitution modifier plus her exhaustion level to Unarmed Strike and pugilist weapon damage for 1 minute. Once used, this requires a long rest.
- School of Hard KnocksLevel 9
Once per turn, Kallka can deal an extra 1d12 damage with an Unarmed Strike or pugilist weapon attack, or forgo it to make the next hit against the target deal maximum damage or to give the target disadvantage against creatures other than her.
- HerculeanLevel 10
Kallka's Strength 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, Kallka can remove one exhaustion level or end blindness, charm, deafness, fright, paralysis, poison, restraint, or stun. Once used, this requires a long rest unless she gains 1 exhaustion.
- Dig DeeperLevel 13
For 1 minute, Kallka gains 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
Kallka has advantage on Strength, Dexterity, and Constitution saving throws. She can spend 1 Moxie Point to reroll a failed saving throw.
- PugnaciousLevel 15
When rolling initiative, Kallka can remove one exhaustion level and regain her uses of Down But Not Out, Dig Deep, and Shake It Off. Once used, this requires a long rest.
- Uncanny DodgeLevel 5
Kallka can use her reaction to halve the damage from an attack that hits her.
- ExpertiseLevel 6
Kallka gains expertise in four proficient skills or tools, chosen as Athletics, Acrobatics, Deception, and Performance.
- Inquisitive, Insightful FightingLevel 3
Kallka can make a Wisdom (Insight) check contested by a creature's Charisma (Deception) check. On success, she can use Sneak Attack against that creature even without advantage, provided she uses a finesse or ranged weapon.
- Inquisitive, Ear for DeceitLevel 3
Kallka treats a roll of 7 or lower on a Wisdom (Insight) check to determine whether a creature is lying as an 8.
- Groundwork, Muscle MassLevel 3
Kallka gains proficiency in Athletics from Groundwork, and because she already has it, she gains expertise instead.
- GroundworkLevel 3
At the start of her turn, Kallka deals 1d8 plus 3 bludgeoning damage to each creature she has grappled. She can spend 1 Moxie Point to impose disadvantage on a save or check against her grapple or shove DC. When she hits with an Unarmed Strike without using a mastery property, she can Grapple and Shove together.
- Meat ShieldLevel 6
While grappling a creature, Kallka has half cover against attacks from creatures she is not grappling. When such a creature misses her, she can spend 1 Moxie Point and use her reaction to redirect the attack against a creature she grapples.
- HeavyweightLevel 11
Kallka counts as one size larger when grappling or shoving, and moving a grappled creature her size or smaller does not cost extra movement.
- Rogue Ability Score ImprovementLevel 4
Kallka gains an Ability Score Improvement or feat.
- Pugilist Ability Score ImprovementsLevel 4
Kallka gains three additional Ability Score Improvements or feats from her pugilist levels. She selected Alert, Tavern Brawler, and Mobile.
- TraitHumanAbility Score Increase, +1 to all ability scores
- TraitHumanMedium size
- TraitHumanBase walking speed of 30 feet
- TraitHumanOne extra language, represented here by Quechua
- TraitHumanOne extra skill proficiency, represented here by Intimidation
- By Popular DemandEntertainer
Kallka can always find a place to perform, usually in an inn, tavern, carnival, arena, or similar venue. By performing, she can earn modest lodging and food for herself and her companions, and local admirers may recognize her reputation.
Gear
11 itemsWeapons
- RapierA rapier concealed as an arena prop and backup weapon
- ShortbowA shortbow with quiver and 20 arrows
- 2×DaggerA pair of daggers hidden in her boots
Armor
- Studded leather ring gearA suit of light studded leather armor modified into theatrical wrestling gear
Tools
- Thieves' toolsThieves' tools used for locks, traps, and rigged arena mechanisms
- Disguise kitA disguise kit for changing personas between matches
- LuteA lute used for entrances, announcements, and tavern performances
Gear
- Burglar's packA burglar's pack containing tools for infiltration and travel
- Entertainer's costumeA costume collection including capes, masks, ribbons, and dramatic entrance clothing
- Favor from an admirerA small favor from an admirer, kept as a lucky charm
- Belt pouchA belt pouch containing starting coin
Appearance
A striking human woman with a powerful professional wrestler's physique, broad shoulders, six-pack abdominal definition, a buxom build, and a muscular, rounded lower body. She wears revealing black-and-crimson ring gear reinforced with leather panels and silver chains that connect across her shoulders, waist, hips, and thighs. Her straight dark hair falls to her jaw in blunt bangs that cover her eyes. Facial piercings accent her nose, lower lip, and brows. She carries herself with theatrical confidence, and her trained movements are explosive, precise, and intimidating.
Mannerisms
She rolls her shoulders before difficult conversations, taps two fingers against her sternum before a fight, and announces opponents with exaggerated introductions even when nobody asked. When suspicious, she tilts her head so her bangs shift just enough to reveal one watchful eye.
Personality
Kallka is magnetic, playful, and intensely competitive. She treats combat as a conversation, reading an opponent's breathing, balance, and temper before answering with a throw or counter. Away from danger she is generous and loud, quick to praise honest effort and quick to mock inflated egos. She remembers the names of stable hands, stagehands, cooks, and apprentices, but rarely remembers the names of nobles who expect special treatment.
Ideals
Every fight deserves rules, and every fighter deserves a fair chance. Strength is honorable only when it protects someone who cannot protect themselves.
Bonds
The old traveling troupe that raised her is her family, and she will risk anything to protect its members. She also keeps the cracked brass bell from her first arena match, a reminder that every fight should have rules and witnesses.
Flaws
Kallka cannot resist answering an insult with a challenge, even when discretion would be wiser. She secretly fears that without an audience she is ordinary, so she sometimes escalates danger simply to prove that she is still the toughest person in the room.
Quirks
Background
Kallka Quispe was raised in a family of traveling performers who crossed human settlements, mountain roads, and crowded city districts with a battered wagon full of costumes, ropes, drums, and improvised props. Her first stage was a tavern floor, where she learned to turn a stumble into a flourish and a heckler into an audience. When older fighters began using the troupe as easy prey, Kallka answered with fists, chairs, table legs, and whatever else was close at hand. The crowds came for the spectacle, but they stayed because she never let bullies leave the ring proud. Her wrestling career became a profession after she defeated a notorious pit champion using a shoulder throw, a broken stool, and a feigned surrender. Kallka learned that applause could open doors, while a rogue's instincts could reveal who was fixing matches, cheating performers, or exploiting desperate fighters. She now travels between arenas and adventuring companies, investigating crooked promoters and protecting the people whose labor makes grand spectacles possible. Her greatest ambition is to build a free arena where anyone can earn a fair purse, no matter their birth, accent, or station.
“Her first stage was a tavern floor, where she learned to turn a stumble into a flourish and a heckler into an audience.”
- Background
- Entertainer
Connections
Species
Human
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