Kallarak Jax
Kallarak Jax
Sheet
AC 14 · HP 48 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- IntimidationCHA
- PerceptionWIS
- PerformanceCHA
Armor
Weapons
Tools
Languages
Features
13 featuresBonus action
- Dragon's Clinch
When A creature is within 5 feet of you.
Use your Athletics expertise (+10) and Rage advantage to grapple the target. Once held, deal 1d4 damage automatically at the start of your turn. You can then use your bonus action to knee them (unarmed strike for 1d8+STR) and your movement to drag them into dangerous terrain.
- Second WindLevel 1
On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
Always on
- Fighting Style: Unarmed FightingLevel 1
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + STR mod on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
- RageLevel 2
In battle, you fight with primordial ferocity. You have advantage on Strength checks and Strength saving throws, a +2 bonus to damage rolls with Strength weapons, and resistance to bludgeoning, piercing, and slashing damage. You cannot cast spells.
- Unarmored DefenseLevel 2
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
- Reckless AttackLevel 3
You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
- Danger SenseLevel 3
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you must not be blinded, deafened, or incapacitated.
- Totem Spirit: BearLevel 4
While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
- Skill ExpertLevel 5
You gain proficiency in one skill, expertise in another, and +1 to Strength. (Applied: Intimidation and Athletics expertise).
- Draconic Ancestry (Copper)Copper DragonbornAcid Breath Weapon and Acid Resistance.
- Breath WeaponCopper Dragonborn5 by 30 ft. line, 8 + CON + PB DC, 2d6 acid damage on fail.
- Damage ResistanceCopper DragonbornYou have resistance to Acid damage.
- By Popular DemandGladiator
You can always find a place to perform in any place that features combat for entertainment. You receive free lodging and food of a modest or comfortable standard as long as you perform each day.
Gear
4 itemsWeapons
- 2×Leather Hand WrapsTreat as unarmed strikes.
- TridentA souvenir from the pits.
Gear
- Gladiator CostumeFlashy leather straps and bronze ornaments.
- Explorer's PackStandard adventuring kit.
Appearance
Kallarak stands as a wall of copper muscle, his scales scarred and buffed to a dull shine. He wears no armor, only heavy leather wraps around his shins, forearms, and claws. His snout is slightly crooked from a broken bone that never quite reset, and he typically keeps his tail still to maintain perfect balance for his striking stance.
Mannerisms
He often bounces slightly on the balls of his feet even when standing still. He avoids eye contact until he decides someone is a threat or a friend.
Personality
He is a man of few words and precise movements. He treats every conversation like a match, looking for an opening or a sign of weakness. Despite his brutal fighting style, he is surprisingly disciplined and never strikes a fallen or surrendered opponent. He views combat as the only true form of honesty in a world of liars.
Ideals
Self-Improvement. My body is a temple and a siege engine. I must hone it until it is perfect.
Bonds
I still carry the heavy bronze belt from my final match in Calimport. It represents the freedom I bled for.
Flaws
I have absolute contempt for those who rely on tools or magic to do what should be done with physical strength.
Quirks
Background
Born into a destitute clan of copper dragonborn, Kallarak was sold to the Fighting Pits of Calimport at a young age. He quickly learned that weapons could be broken or taken away, but a well timed knee or a suffocating clinch was permanent. He developed a style that favored close quarters grappling and overwhelming physical pressure, eventually becoming the city's champion under the name The Anchor. After killing a corrupt noble's favorite champion in a fair match, Kallarak was forced to flee the city. He spent years in the wilderness, honing his natural instincts and learning to channel his inner draconic rage into a focused, unyielding state of endurance. He now travels the world as a mercenary, seeking opponents who can actually survive his first flurry of blows. He avoids the use of magic or blades, believing that victory is only sweet when it is earned with your own two hands.
“He quickly learned that weapons could be broken or taken away, but a well timed knee or a suffocating clinch was permanent.”
- Background
- Gladiator
Connections
Species
Copper Dragonborn
Media
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