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Zorya Bell - AI-generated fantasy Character

Zorya Bell

Human · Rogue 7 / Pugilist 13 (Inquisitive Rogue / Squared Circle Pugilist) · Level 20 · Entertainer

Zorya Bell

Zorya is magnetic, disciplined, and generously theatrical.
AC16
HP196/196
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 196 · 30 ft.
AlignmentChaotic GoodGenderFemaleAge32 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionSTR
  • HistoryINT
  • InsightWIS
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons,
Martial weapons,
Rapier,
Shortbow,
Improvised weapons,
Unarmed strikes as pugilist weapons

Tools

Thieves' tools,
Disguise kit,
Hand drum

Languages

Common

Features

37 features

Bonus action

  • One-Two Punch

    When Bonus action, or after taking the Attack action when using Extra Attack

    Make two unarmed strikes when taking the Attack action, then use a bonus action for an additional unarmed strike or spend 1 Moxie for two bonus-action unarmed strikes.

  • Brace Up

    When Bonus action

    Spend 1 Moxie as a bonus action to gain 1d8 plus 13 plus 4 temporary hit points for 10 minutes.

  • Stick and Move

    When Bonus action

    Spend 1 Moxie to make an unarmed strike and Dash or Disengage as a bonus action.

  • Cunning ActionLevel 2

    Cunning Action allows her to Dash, Disengage, or Hide as a bonus action.

  • Insightful FightingLevel 3

    She can study a creature as a bonus action. Against a creature she can see, she gains advantage on Wisdom (Insight) checks to determine whether it is lying and can use Sneak Attack against it without advantage if she does not have disadvantage. The benefit lasts for 1 minute or until she successfully uses it against a different target.

  • Fisticuffs and Iron ChinLevel 1

    While wearing light or no armor and not wielding a shield, her base Armor Class equals 12 plus her Constitution modifier. She can make an unarmed strike as a bonus action, roll 1d8 for unarmed strike damage, and use the Sap mastery property with improvised weapons.

  • Dig DeepLevel 4

    She can use a bonus action to Dig Deep for 10 minutes, gaining resistance to bludgeoning, piercing, and slashing damage and ignoring exhaustion levels below 6. Once per long rest unless she accepts 1 exhaustion to restore it.

Reaction

  • Uncanny DodgeLevel 5

    She can use Uncanny Dodge as a reaction when an attacker she can see hits her, halving the attack's damage.

  • Bloodied But UnbowedLevel 2

    When damaged, she can use a reaction to regain all expended Moxie. If Bloodied, she also gains 52 temporary hit points. Once used, this requires a short or long rest.

  • Meat ShieldLevel 6

    While grappling a creature, she has half cover against attacks from creatures she is not grappling. When such a creature misses her, she can spend 1 Moxie as a reaction to force the attack to be rerolled against a creature she is grappling.

Always on

  • Ring Control

    When On an unarmed strike hit

    Use an unarmed strike to deal damage and Grapple or Shove, or use Groundwork to do both when eligible.

  • Read the Opponent

    When Bonus action

    Use Insightful Fighting to study a visible target, then attack with advantage through positioning, feints, or allies.

  • Sneak AttackLevel 1

    Proficiency with thieves' tools and thieves' cant. Sneak Attack deals 4d6 extra damage once per turn when she hits with a qualifying finesse or ranged weapon attack and has advantage, or when an eligible enemy is adjacent to one of its enemies.

  • ExpertiseLevel 1

    Expertise in Athletics, Perception, Sleight of Hand, and Stealth. Athletics gains expertise from Muscle Mass, while the other three are selected through Rogue expertise.

  • Ability Score ImprovementLevel 4

    Her maximum hit points increase by 14, based on Constitution modifier at Rogue level 4 and later Rogue levels 5, 6, and 7.

  • EvasionLevel 7

    She gains proficiency in Wisdom saving throws and can use Evasion. On a successful Dexterity saving throw for half damage, she takes none, and on a failure she takes half damage.

  • MoxieLevel 2

    She has 13 Moxie Points, regained on a short or long rest. She can spend Moxie on Brace Up, One-Two Punch, and Stick and Move.

  • Swagger StreakLevel 2

    When she fails a Strength, Dexterity, Constitution, or Charisma check, she can spend 1 Moxie to add 1d8. If the check still fails, the point is regained and the feature cannot be used again until a short or long rest.

  • Heavy HitterLevel 3

    When she hits with an unarmed strike, she can deal its damage and also Grapple or Shove the target.

  • Squared CircleLevel 3

    She gains the Squared Circle features Groundwork and Muscle Mass. Muscle Mass grants expertise in Athletics.

  • GroundworkLevel 3

    She gains proficiency in Athletics if she lacked it, or expertise if already proficient. She can deal 1d8 plus 3 bludgeoning damage to each creature grappled by her at the start of her turn, spend 1 Moxie to impose disadvantage on a grapple or shove save or check, and when she hits without using a mastery property, she can Grapple and Shove together.

  • Extra AttackLevel 5

    She can attack twice when taking the Attack action.

  • HaymakerLevel 5

    When attacking with an unarmed strike or improvised weapon, she can spend 1 Moxie. On a hit, the point is regained and the attack deals maximum damage with its damage dice.

  • Moxie-Fueled FistsLevel 6

    Her unarmed strikes and improvised weapon attacks can deal force damage instead of their normal damage type.

  • Down But Not OutLevel 7

    When Bloodied But Unbowed is used while Bloodied, she can add 4 to the damage of unarmed strikes and pugilist weapons for 1 minute. Once per long rest.

  • School of Hard KnocksLevel 9

    Once per turn, she 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 dice or to impose disadvantage on attacks against creatures other than her.

  • HerculeanLevel 10

    Her Strength counts as doubled for carrying capacity, her unarmed strikes automatically score critical hits against objects, and her jump distance is doubled.

  • Shake It OffLevel 10

    Once per long rest, she can remove one exhaustion level or end blindness, charm, deafness, fright, paralysis, poison, restraint, or stun at the start of her turn. She can restore the use by accepting 1 exhaustion.

  • Dig DeeperLevel 13

    For 1 minute, she gains all 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

    She has advantage on Strength, Dexterity, and Constitution saving throws. After failing a saving throw, she can spend 1 Moxie to reroll it and must use the new result.

  • PugnaciousLevel 15

    When rolling initiative, she can remove one exhaustion level and regain uses of Down But Not Out, Dig Deep, and Shake It Off. Once per long rest.

  • HeavyweightLevel 11

    When using Grapple or Shove with an unarmed strike, she counts as one size larger. Moving a creature grappled by her that is her size or smaller costs no extra movement.

  • Ability Score IncreaseHuman+1 to all six ability scores
  • SizeHumanMedium
  • SpeedHuman30 feet
  • LanguagesHumanCommon and one additional language of choice
  • By Popular DemandEntertainer

    By popular demand. She can always find a place to perform, usually in an inn, tavern, carnival, arena, or other public venue. In exchange for a performance, she can secure modest lodging and food for herself and companions.

Gear

11 items

Weapons

  • Rapier
    A finely balanced finesse weapon concealed in her ring gear or boot.
  • 2×
    Dagger
    A compact backup blade.
  • Shortbow
    A shortbow with a quiver of arrows.

Armor

  • Leather armor
    A light, flexible outfit suitable for movement, infiltration, and ring performance.

Tools

  • Thieves' tools
    Tools for locks, traps, and covert entry.
  • Musical instrument, hand drum
    A prop used in her wrestling act and as a musical rhythm instrument.

Gear

  • 20×
    Arrows
    Arrows for her shortbow.
  • Entertainer's costume
    A costume for performances, including reinforced ring attire, boots, chains, and stage accessories.
  • Favor from an admirer
    A small favor from an admirer.
  • Belt pouch
    A belt pouch containing starting coin.

Purse

  • 25×
    Gold pieces
    Starting currency.

Appearance

A strikingly attractive human woman with a heavily muscled wrestler's physique, six-pack abdominal definition, broad shoulders, powerful arms, a pronounced waist, a buxom build, and a strong, rounded figure. Her straight dark hair falls to her shoulders, with perfectly straight bangs covering her eyes. She wears revealing professional ring gear reinforced with leather panels, metal studs, and chains connecting across her shoulders, waist, hips, and thighs. Facial piercings glint at her brow, nose, and lower lip. Her movements are theatrical and controlled, even when standing still, and her expression suggests that she is always one heartbeat away from a challenge.

Mannerisms

She rolls one shoulder before difficult conversations, taps out imaginary three-counts with her fingers, and addresses dangerous opponents as if introducing them to a crowd. When thinking, she tilts her head so her bangs shift just enough to reveal one eye.

Personality

Zorya is magnetic, disciplined, and generously theatrical. She treats strangers as potential audience members and enemies as co-stars who simply have not learned their lines yet. Beneath the swagger is a perceptive professional who notices exits, weak knees, hidden blades, and who in the room is afraid. She is warm toward underdogs, surprisingly patient with beginners, and almost impossible to embarrass.

Ideals

No one stays down forever. Strength is not proven by never falling, but by choosing what to protect when you rise.

Bonds

She is fiercely loyal to the old traveling troupe that gave her a name, a ring, and a second chance. Its younger performers are being extorted by a criminal syndicate, and Zorya intends to dismantle that syndicate one bout at a time. She also keeps a battered brass bell from her first ring, believing it contains the memory of every person who ever cheered for her.

Flaws

She cannot resist answering an insult, especially when an audience is present. She overcommits to dramatic entrances, refuses to retreat while anyone is watching, and secretly fears that without the applause she is only an ordinary bruiser with nowhere to belong.

Quirks

She gives every tavern table a wrestling nickname.
She carries a brass bell and rings it once before accepting a serious challenge.
She keeps score of favors in a tiny notebook using three-count marks.
She can identify most tavern furniture by how well it survives being used as an improvised weapon.

Background

Zorya Bell was born in a crowded human river district where tavern fights were common, coin was scarce, and a good performance could buy a meal. She learned early that a crowd wanted more than a winner. It wanted a story, a villain, a comeback, and someone willing to stand back up after the bell. Zorya became a traveling wrestler, first fighting in alleys and beer halls, then joining a small circuit of carnival rings. Her signature style mixed sudden feints, dirty footwork, theatrical taunts, and punishing grapples. She made every bout look like a legend in progress, even when the ring was only a rug between two tables.

“She learned early that a crowd wanted more than a winner.”
From their backstory
Background
Entertainer

Connections

Species

Human

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