Tusk
Tusk
Sheet
AC 18 · HP 180 · 30 ft.Saving throws
Skills
- AthleticsSTR
- IntimidationCHA
- PerceptionWIS
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
37 featuresAction
- Intimidating PresenceLevel 10
As an action, you can instill a terrifying presence in one creature within 30 feet that can see or hear you. The target makes a Wisdom saving throw or becomes frightened of you.
- Extra AttackLevel 5
When you take the Attack action, you can attack twice instead of once.
Bonus action
- RageLevel 1
You enter a battle rage on your turn as a bonus action. While raging, you gain advantage on Strength checks and Strength saving throws, a bonus to melee weapon damage, and resistance to bludgeoning, piercing, and slashing damage. You can rage 4 times per long rest, and your rage bonus is +3.
- Unarmored DefenseLevel 1
You can enter a rage as a bonus action if you are not wearing heavy armor.
- FrenzyLevel 3
You enter a frenzy when you rage. While raging, you can make a single melee weapon attack as a bonus action on each of your turns after this one. When the rage ends, you suffer one level of exhaustion.
- FisticuffsLevel 1
When you are unarmed or wielding only Pugilist weapons, and you are wearing light or no armor and not wielding a shield, you can make an Unarmed Strike as a bonus action. Your Unarmed Strike or Pugilist weapon damage die becomes 1d8, and improvised weapons you use gain the Sap mastery property.
- Brace UpLevel 2
As a bonus action, spend 1 Moxie Point to gain temporary hit points equal to your Fisticuffs die roll plus your Pugilist level plus your Constitution modifier.
- One-Two PunchLevel 2
As a bonus action, spend 1 Moxie Point to make two Unarmed Strikes.
- Stick and MoveLevel 2
As a bonus action, spend 1 Moxie Point to make an Unarmed Strike and take the Dash or Disengage action.
- 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 below 6. Once used, you must finish a long rest to use it again unless you gain 1 exhaustion level 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. This can be used once per short or long rest.
- Meat ShieldLevel 6
While you have a creature Grappled, you gain half cover against attacks made by creatures you are not Grappling. When a creature you are not Grappling misses you with an attack roll, you can use your reaction and spend 1 Moxie Point to redirect that attack against a creature you are Grappling.
Always on
- Barbarian ProficienciesLevel 1
You gain proficiency with simple and martial weapons, light armor, medium armor, and shields. You are proficient with Strength and Constitution saving throws.
- Unarmored DefenseLevel 1
While not wearing any armor, your Armor Class equals 10 plus your Dexterity modifier plus your Constitution modifier.
- Reckless AttackLevel 2
You can make the first attack of each turn with advantage, 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, as long as you are not blinded, deafened, or incapacitated.
- Primal PathLevel 3
You choose your primal path. You become a Berserker.
- Fast MovementLevel 5
You can move through difficult terrain while raging without spending extra movement, and you can make a running long jump or high jump while raging with no need to make an ability check.
- Mindless RageLevel 6
While raging, you have advantage on saving throws against being charmed or frightened, and if you are already raging, you can ignore such effects.
- Brutal CriticalLevel 9
You gain a third Rage Damage die on your critical hit with a melee weapon attack.
- Relentless RageLevel 11
When you are reduced to 0 hit points while raging, you can make a DC 10 Constitution saving throw to drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5 until you finish a short or long rest.
- Pugilist TrainingLevel 1
You have the Pugilist levels and features below, representing your fighting style and instinctive street combat training.
- Iron ChinLevel 1
While wearing light or no armor and not wielding a shield, your 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 to fuel features, and you regain all expended points when you finish a short or long rest.
- Swagger StreakLevel 2
When you fail a Strength, Dexterity, Constitution, or Charisma check, you can spend 1 Moxie Point to roll your Fisticuffs die and add it to the check. If it still fails, you regain the 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 apply the damage and also choose to Grapple or Shove the target.
- Muscle MassLevel 3
You gain proficiency in Athletics, and if you already had it, you instead gain expertise in it.
- Compression LockLevel 3
At the start of your turn, if you have creatures Grappled, you can deal bludgeoning damage to each one equal to your Fisticuffs die plus your Strength modifier.
- InescapableLevel 3
When a creature makes a saving throw or ability check against your grapple or shove DC, you can spend 1 Moxie Point to impose disadvantage.
- Stop and DropLevel 3
When you hit a creature with an Unarmed Strike and do not use a mastery property, you can use both the Grapple and Shove option.
- Ability Score ImprovementLevel 4
You gain an Ability Score Improvement or feat.
- HaymakerLevel 5
When you make an attack with an Unarmed Strike or Pugilist weapon, you can spend 1 Moxie Point. On a hit, you regain the point and deal maximum damage with that attack.
- Moxie-Fueled FistsLevel 6
Your Unarmed Strike and improvised weapon attacks can deal force damage instead of their normal damage type.
- TraitHumanAbility Score Increase, all ability scores increase by 1
- TraitHumanLanguages, you can speak, read, and write Common and one extra language
- TraitHumanVersatile, adaptable, and unusually resilient
- Military RankSoldier
You have a military rank from your career as a soldier. Soldiers loyal to your former command recognize your authority and influence, and common military personnel may offer you basic respect, shelter, or assistance.
Gear
9 itemsWeapons
- GreataxeA heavy melee weapon, commonly a greataxe. In Tusk's case, this is often a brutal reinforced combat cleaver or oversized industrial blade.
- 2×HandaxeTwo handaxes, often carried as compact throwing hatchets or utility blades.
- 4×JavelinFour javelins, often represented as throwing spears or heavy combat darts.
Tools
- Dice SetA worn set of dice used for downtime gambling and barracks wagers.
Gear
- Explorer's PackA pack with travel gear, bedroll, rations, tinderbox, waterskin, rope, and survival supplies.
- Insignia of RankA military badge or insignia showing former rank and service.
- Trophy from a Fallen EnemyA token taken from a fallen enemy, kept as a grim reminder of survival.
- Common ClothesPlain practical clothing suitable for travel and duty.
- PouchA pouch containing 10 gp.
Appearance
Tusk is a towering human woman, 6 feet 8 inches tall, built like a siege engine with sharply defined muscle, broad shoulders, and a combat sculpted torso reinforced by visible cybernetic plating. Her skin is a weathered deep tan marked by old scars and surgical seams, her broken nose healed crooked, her mouth usually set in a hard line that makes her look permanently unimpressed. One eye is a cybernetic implant with a faint red glow and a quiet mechanical whirr. Her dark hair is cut in a severe military buzz, and she dresses in practical modern street combat wear, reinforced cargo pants, a battered leather vest, heavy boots, and a crowded tool belt. Her right arm is fully cybernetic, matte black and piston driven, while her left arm carries subdermal reinforcement and a polished steel prosthetic hand.
Mannerisms
Tusk stands too still when she is angry, like a loaded engine idling in place. She cracks her neck before violence, rolls one cybernetic shoulder when thinking, and taps two metal fingers against her vest when impatient. In conversation, she sizes people up by their posture and grip before she ever looks at their face. She rarely smiles, but when she does it is usually after a solid hit lands, as if pain and satisfaction are the same language to her.
Personality
Tusk is hard-edged, protective, and dryly funny in the way of soldiers who have survived too much to waste words. She respects competence, candor, and anyone willing to stand their ground. Around allies she is surprisingly patient, even gentle in a rough-handed way, but she has no tolerance for cowardice dressed up as authority. She carries herself like a weapon that learned self-awareness, and she likes it that way.
Ideals
Strength should protect, not prey. Power is only worth having if it keeps the weak standing and the line unbroken. She believes a person proves their worth by what they endure without becoming cruel.
Bonds
She keeps the insignia from her service hidden in a pouch against her chest, not out of patriotism, but because it is proof that someone once trusted her to hold the line. She feels a fierce obligation to protect underdogs, grunts, and anyone else treated like disposable machinery. The tools on her belt are more than gear, they are the last pieces of a life spent keeping broken things working, including herself.
Flaws
She trusts force more easily than promises, and when she feels cornered she swings first, thinks later. Tusk has trouble accepting help, because every time she has relied on someone else, she has watched them fail, freeze, or use her as a weapon. She can be unnervingly blunt, openly competitive, and so determined to prove she can carry the whole burden herself that she sometimes turns a manageable problem into a fight just to avoid admitting fear.
Quirks
Background
Tusk was built by violence long before she ever learned to name it. She began life in a hard frontier settlement where strength was currency, but her body was pushed far past ordinary limits after an industrial accident left her half ruined and too valuable to discard. The military took interest in what survived, rebuilt her with practical chrome and battlefield grafts, and taught her to turn pain into momentum. She learned to fight with her fists because ammunition ran out, with her body because armor failed, and with her temper because mercy was never part of the curriculum. By the time she earned the rank on her old insignia, she had already become the kind of woman enemies remembered as a door kicked off its hinges.
“The military took interest in what survived, rebuilt her with practical chrome and battlefield grafts, and taught her to turn pain into momentum.”
- Background
- Soldier
Connections
Species
Human
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