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Braska Klynt - AI-generated fantasy Character

Braska Klynt

Human · Rogue / Pugilist (Inquisitive Rogue / Groundwork Pugilist) · Level 20 · Entertainer

Braska Klynt

Brash, observant, and relentlessly personable.
AC16
HP209/209
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 209 · 30 ft.
AlignmentChaotic GoodGenderFemaleAge32 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords,
Unarmed strikes,
Improvised weapons,
Pugilist weapons

Tools

Disguise kit,
One musical instrument, hand drum,
Thieves' tools

Languages

Common

Features

43 features

Action

  • Extra AttackLevel 5

    You can attack twice, instead of once, whenever you take the Attack action.

Bonus action

  • One-Two Punch

    When Bonus Action

    Make two Unarmed Strikes as a bonus action by expending 1 Moxie Point.

  • Cunning ActionLevel 2

    You can use a bonus action to Dash, Disengage, or Hide.

  • Ear for Deceit and Eye for DetailLevel 3

    You have advantage on an ability check made to determine the true nature of a creature or object, and you can use a bonus action to make a Wisdom (Perception) check to find a hidden creature or object.

  • Insightful FightingLevel 3

    You can study a creature as a bonus action. For 1 minute, you gain advantage on attack rolls against it using Dexterity, and Sneak Attack applies even without advantage if no other creature is within 5 feet of you and you do not have disadvantage.

  • FisticuffsLevel 1

    You gain proficiency with unarmed strikes and simple melee weapons. While unarmed or wielding only simple melee or improvised weapons, wearing light or no armor, and carrying no shield, you can make a bonus action Unarmed Strike and use a d8 for Unarmed Strike or Pugilist weapon damage.

  • Dig DeepLevel 4

    As a bonus action, gain resistance to bludgeoning, piercing, and slashing damage for 10 minutes and ignore Exhaustion levels less than 6. Once used, refreshes after a long rest unless you gain 1 Exhaustion level.

  • Dig DeeperLevel 13

    As a bonus action, gain the benefits of Dig Deep for 1 minute and use School of Hard Knocks twice per turn. At level 20, you can use this feature twice per long rest.

Reaction

  • Bloodied But UnbowedLevel 2

    When you take damage, you can use a reaction to regain all expended Moxie Points. If Bloodied, you also gain 52 temporary hit points. Once used, this feature refreshes after a short or long rest.

  • Meat ShieldLevel 6

    While grappling a creature, you have half cover against attacks from creatures you are not grappling. When such a creature misses you, you can expend 1 Moxie Point as a reaction to redirect the same attack against a creature you grapple.

Always on

  • Brace Up

    When Bonus Action

    Gain 1d8 plus 13 plus 4 temporary hit points for 10 minutes by expending 1 Moxie Point.

  • Stick and Move

    When Bonus Action

    Make an Unarmed Strike and Dash or Disengage by expending 1 Moxie Point.

  • Uncanny DodgeLevel 5

    When Reaction

    Reduce damage from one attack that hits you by half.

  • Meat Shield Redirect

    When Reaction

    Make a grappled enemy attack another creature after it misses you, expending 1 Moxie Point.

  • Ability Score ImprovementLevel 4

    You gain an Ability Score Improvement or feat.

  • Sneak Attack, 3d6Level 7

    You can deal an extra 3d6 damage once per turn when you hit with a finesse or ranged weapon attack and have advantage, or when another enemy of the target is within 5 feet of it and you do not have disadvantage.

  • Rogue Saving Throw ProficiencyLevel 7

    You gain proficiency in Wisdom saving throws.

  • Iron ChinLevel 1

    While wearing light or no armor and not wielding a shield, your base Armor Class equals 12 plus your Constitution modifier.

  • MoxieLevel 2

    You have 13 Moxie Points, regained after a short or long rest. 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 to roll your Fisticuffs die and add it to the check. 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 you hit with an Unarmed Strike, you can deal its damage and also use either the Grapple or Shove option.

  • Pugilist SubclassLevel 3

    You gain the Groundwork Pugilist subclass.

  • Ability Score ImprovementLevel 4

    You gain an Ability Score Improvement or feat.

  • HaymakerLevel 5

    When you attack with an Unarmed Strike or Pugilist weapon, you can expend 1 Moxie Point. On a hit, the attack deals maximum damage and the point is regained.

  • Moxie-Fueled FistsLevel 6

    Your 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, your Unarmed Strikes and Pugilist weapons gain a damage bonus equal to your Constitution modifier plus your Exhaustion level for 1 minute. Once per long rest.

  • School of Hard KnocksLevel 9

    Once per turn, 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 give the target disadvantage attacking creatures other than you.

  • HerculeanLevel 10

    Your Strength score counts as doubled for carrying capacity, Unarmed Strikes are critical hits against objects, and your jump distance is doubled.

  • Shake It OffLevel 10

    At the start of your turn, you can remove one Exhaustion level or end Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Restrained, or Stunned. Once per long rest unless you take 1 Exhaustion to restore it.

  • UnbreakableLevel 14

    You have advantage on Strength, Dexterity, and Constitution saving throws. When you fail a saving throw, you can expend 1 Moxie Point to reroll it.

  • PugnaciousLevel 15

    When you roll initiative, you can remove one Exhaustion level and regain your uses of Down But Not Out, Dig Deep, and Shake It Off. Once per long rest.

  • Compression LockLevel 3

    When you start your turn grappling one or more creatures, deal 1d8 plus your Strength modifier bludgeoning damage to each grappled creature without an action.

  • InescapableLevel 3

    When a creature makes a saving throw or ability check against your grapple or shove DC, you can expend 1 Moxie Point to impose disadvantage.

  • Stop and DropLevel 3

    When you hit with an Unarmed Strike and do not use a mastery property, you can use both the Grapple and Shove options.

  • Muscle MassLevel 3

    You gain Expertise in Athletics.

  • HeavyweightLevel 11

    You count as one size larger for Grapple and Shove options, and moving a grappled creature your size or smaller does not cost extra movement.

  • Ability Score IncreaseHuman+1 to all six ability scores.
  • SizeHumanMedium.
  • SpeedHuman30 feet.
  • TraitHumanOne additional language of your choice, represented here as Draconic.
  • TraitHumanHuman versatility and adaptability.
  • TraitHumanDarkvision is not granted by the classic 2014 human rules.
  • By Popular DemandEntertainer

    By popular demand, she can always find a place to perform, usually an arena, tavern, fairground, or fighting hall. Admirers provide modest food and lodging, and fellow performers recognize her as one of their own.

Gear

9 items

Weapons

  • Shortsword
    A finely balanced short sword used for formal matches and sudden real fights.
  • 2×
    Dagger
    A backup dagger concealed in a wrestling bracer.

Tools

  • Disguise kit
    A disguise kit used to alter her look between performances and investigations.
  • Hand drum
    A musical instrument, a brass hand drum used to signal the beginning of a bout.

Gear

  • Reinforced ring gear
    A set of reinforced ring gear, chain-linked straps, knee guards, and bracers.
  • Burglar's pack
    A burglar's pack containing a backpack, 1,000 feet of hempen rope, bells, candles, crowbar, hammer, pitons, hooded lantern, oil, rations, tinderbox, and waterskin.
  • Costume
    A battered set of fine clothes for public appearances and dramatic entrances.
  • Favor from an admirer
    A keepsake from her first successful championship bout.

Purse

  • 25×
    Gold pieces
    Gold pieces accumulated from performances, wagers, and adventuring.

Appearance

A powerful human woman with a buxom, heavily muscled physique and sharply defined six-pack abs. She has straight dark hair with severe straight bangs that fall past her eyes, a broad expressive face, and several facial piercings. Her ring gear is practical only by the standards of a professional wrestler, consisting of reinforced leather straps, metal chains, fitted bracers, knee guards, and a thong-backed wrestling bottom. Her movements are controlled and athletic until the instant she explodes into a takedown.

Mannerisms

She rolls her shoulders before speaking, taps two fingers against her sternum when making a promise, and announces an opponent's likely next move in a calm commentator's voice. When irritated, she smiles too broadly and begins stretching her wrists.

Personality

Brash, observant, and relentlessly personable. Braska speaks like a ringside announcer, remembers the names of servants and stable hands, and gives strangers a fair chance to impress her. She is quick to laugh, quicker to challenge arrogance, and unexpectedly gentle with anyone who is afraid.

Ideals

Dignity belongs to anyone willing to stand back up. The strong should make room for the battered, the mocked, and the overlooked.

Bonds

The old neighborhood arena that gave her a chance must never be allowed to fall into the hands of extortionists, corrupt nobles, or predatory guilds. She secretly sends much of her prize money home to the performers and apprentices who still live there.

Flaws

She cannot resist humiliating a bully in front of an audience, even when discretion would be wiser. She treats every conversation as a contest of momentum and sometimes mistakes suspicion for insight. Beneath her confidence is a fear that without applause, she is ordinary and therefore disposable.

Quirks

Collects unusual improvised weapons and gives each one a stage name.
Keeps a handwritten ranking of everyone who has ever betrayed her.
Refuses to enter a room without first locating the nearest sturdy table.
Calls grappling opponents by affectionate nicknames until they become genuinely angry.

Background

Braska Klynt was raised in the cheap galleries and back rooms of a crowded human fighting district, where entertainers, gamblers, wrestlers, and thieves all shared the same battered floorboards. Her mother sang between bouts, while her father worked as a stagehand, bouncer, and occasional participant in illegal prize fights. Braska learned early that a crowd could be read like a lock. A pause meant doubt, a cheer meant momentum, and a sudden silence meant someone was about to cheat. By adolescence, she was performing staged grapples by night and surviving genuine alley fights afterward, developing a reputation for ending trouble with a shoulder throw and a grin.

“Her mother sang between bouts, while her father worked as a stagehand, bouncer, and occasional participant in illegal prize fights.”
From their backstory
Background
Entertainer

Connections

Species

Human

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