Tusk
Tusk
Sheet
AC 18 · HP 180 · 40 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- IntimidationCHA
- PerceptionWIS
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
37 featuresAction
- Extra AttackLevel 5
You can attack twice, instead of once, whenever you take the Attack action on your turn.
- Extra AttackLevel 5
You can attack twice instead of once whenever you take the Attack action.
Bonus action
- FrenzyLevel 3
When While raging
Enter a berserk fury when the fight turns personal, trading discipline for relentless pressure.
- Brace UpLevel 2
When When she needs staying power
Brace herself for incoming punishment, hardening her body and will with Moxie.
- One-Two PunchLevel 2
When When she commits to close combat
Deliver two rapid unarmed strikes in a single burst of violence.
- Stick and MoveLevel 2
When When she needs mobility
Slip in, strike, and reposition before enemies can answer.
- RageLevel 1
You can enter a rage as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage, and dealing bonus damage with melee weapon attacks that use Strength. You can rage 3 times per long rest, and your rage lasts 1 minute unless you end it early or become incapacitated.
- Dig DeepLevel 4
As a bonus action, you can dig deep for 10 minutes. You gain resistance to bludgeoning, piercing, and slashing damage, and ignore exhaustion levels below 6. Once used, you cannot use it again until you finish a long rest unless you gain 1 level of exhaustion 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, you also gain temporary hit points equal to four times your Pugilist level. Once used, this cannot be used again until you finish a short or long rest.
- Meat ShieldLevel 6
While you have a creature grappled, you have 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 expend 1 Moxie Point to redirect that attack at a creature you are grappling.
Always on
- Stop and DropLevel 3
When On a successful unarmed hit
Use her strongest clinch attack to knock a foe down, pin them, or both.
- Compression LockLevel 3
When Start of her turn with grappled creatures
Lock a grappled enemy in place and squeeze them for crushing damage at the start of her turn.
- Unarmored DefenseLevel 1
While not wearing heavy armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
- Reckless AttackLevel 2
When you make your first attack on your turn, you can choose to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during that turn, 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, if you are not blinded, deafened, or incapacitated.
- Primal Path, BerserkerLevel 3
You have adopted the Berserker path. This grants subclass features at levels 3, 6, and 10.
- Ability Score ImprovementLevel 4
You can choose to take the Ability Score Improvement feature instead of a class feature. You gain this feature again at barbarian levels 8, 12, and 16.
- Fast MovementLevel 5
Your speed increases by 10 feet while you are not wearing heavy armor.
- Mindless RageLevel 6
You cannot be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
- Feral InstinctLevel 7
You cannot be surprised while you are conscious, and you have advantage on initiative rolls.
- Brutal CriticalLevel 9
You gain one additional damage die when determining the extra damage for a critical hit with a melee weapon attack.
- Relentless RageLevel 11
If 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. The DC increases by 5 each time you use this feature after the first, resetting after a short or long rest.
- Brutal CriticalLevel 9
Your rage damage bonus increases to +3.
- Persistent RageLevel 15
Your rage no longer ends early if you have not attacked a hostile creature or taken damage since your last turn.
- Brutal CriticalLevel 17
You gain a third additional damage die when determining the extra damage for a critical hit with a melee weapon attack.
- Iron ChinLevel 1
While unarmored and not wielding a shield, your base Armor Class equals 12 + your Constitution modifier.
- MoxieLevel 2
You have 6 Moxie Points. You regain all expended Moxie Points when you finish a short or long rest.
- 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 the result to the check. If it still fails, the Moxie Point is not spent and this feature cannot be used again until you finish a short or long rest.
- Heavy HitterLevel 3
When you hit a creature with an unarmed strike, you can apply damage and also choose to Grapple or Shove it.
- Pugilist SubclassLevel 3
You gain a Pugilist subclass. This character follows the Squared Circle school, which emphasizes control, spectacle, and brutal clinch fighting.
- Muscle MassLevel 3
You gain proficiency with Athletics, or Expertise if you were already proficient. You are already exceptionally skilled at breaking holds, forcing clinches, and overpowering foes.
- HaymakerLevel 5
When you make an unarmed strike or attack with a pugilist weapon, you can expend 1 Moxie Point to deal maximum damage on a hit. If you do, you regain the point when the attack hits.
- Moxie-Fueled FistsLevel 6
Your unarmed strikes and improvised weapon attacks can deal force damage instead of their normal damage type.
- 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 on that roll.
- Ability Score IncreaseHumanYour ability scores each increase by 1.
- Extra SkillHumanYou gain proficiency in one skill of your choice.
- Military RankSoldier
Military Rank. You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and you can call on their support to the extent that your rank permits.
Gear
10 itemsWeapons
- GreataxeA greataxe, worn and brutally maintained, chosen as a symbol of her old battlefield life.
- 2×HandaxeTwo handaxes, carried for close work and throwing when space gets tight.
Armor
- Battered Leather VestA battered leather vest, scarred from blade strikes and shrapnel.
Gear
- Dungeoneer's PackA dungeoneer's pack containing a backpack, a crowbar, a hammer, pitons, torches, rations, waterskin, and rope.
- Insignia of RankA set of well-used insignia of rank from her military service.
- Trophy from a Fallen EnemyA trophy taken from a fallen enemy, kept as proof that she survived.
- Playing CardsA deck of cards, marked and battered from countless barracks games.
- Civilian ClothesA set of civilian clothes for off-duty travel and city work.
- Modern Functional ClothingHeavy reinforced cargo pants, a sleeveless black undershirt, a battered leather vest, and massive steel-toed boots in a modern utilitarian style.
- Tool BeltA heavy tool belt loaded with spare power cells, wrenches, and a compact rivet gun.
Appearance
Tusk is a towering human woman, 6 feet 8 inches tall, with a brutally muscular build and a severe, intimidating beauty. Her skin is deep, weathered tan, marked by old scars and clean surgical seams where cybernetics were grafted into flesh. Her face is square-jawed with a broken nose that healed crooked, a permanent grim set to her mouth, and flat gunmetal-gray eyes, one replaced by a glowing red cybernetic implant. Her hair is shaved to a dark military buzz cut. She favors modern, practical streetwear, heavy reinforced cargo pants, a sleeveless black undershirt, and a battered open leather vest. Her right arm is fully cybernetic, matte black with hydraulic articulation, while her left is reinforced with visible plating and a steel prosthetic hand. Heavy steel-toed boots and a tool belt loaded with improvised gear complete the look.
Mannerisms
She stands with her feet planted squarely apart, as if bracing for impact even at rest. When she listens, her cybernetic eye clicks softly as it refocuses, and she often taps two fingers against her vest before speaking, like a boxer finding rhythm. She rarely wastes words, but when she does talk about old campaigns, her voice goes flat and precise, as though reciting a casualty report.
Personality
Tusk is blunt, disciplined, and unexpectedly protective. She respects competence more than charm, hates waste in all its forms, and has a soldier's instinct to read exits, sight lines, and cover before she sits down. Beneath the iron and swagger, she is almost devotional about keeping promises, especially the ones made under fire. She can be intimidating in a room full of polished diplomats, yet she is at her calmest when someone is hurt, scared, or cornered, because crisis is the one language she speaks fluently.
Ideals
Loyalty. A unit survives because its members hold the line for one another. Strength is only honorable when it is spent protecting the people who cannot protect themselves.
Bonds
She still carries the number of her old squad stenciled on the inside of her vest, and she keeps faith with the dead by finishing the fights they started. She also refuses to abandon the few people who ever treated her like more than a weapon, especially the field mechanic who kept her alive long enough to become a legend. If someone claims the lives of her comrades were wasted, she will cross continents to prove them wrong.
Flaws
Tusk assumes every problem can be solved by closing distance and hitting harder. She struggles to trust soft words, elaborate plans, or anyone who has never bled for a cause. If she feels manipulated, she becomes stubborn to the point of recklessness, and once her temper ignites, she may keep pushing long after a wiser soldier would pull back. She also has a private fear of being obsolete, of waking one day to find that all the steel in her body still was not enough to keep her useful.
Quirks
Background
Tusk was built for war twice over, once by birth and once by industry. She grew up in hard places where the only law was force, and she learned early that a clean hit could end a fight faster than a clever speech. When the enlistment offices came through her district, she took the uniform as a way out, then discovered that the army only refined what the streets had already taught her. She excelled in boarding actions, trench assaults, and riot suppression, a living wall of muscle and iron that could keep moving after lesser soldiers had collapsed. The cybernetic grafts came later, after injuries that should have ended her service. Instead, she was rebuilt, reinforced, and sent back to the line.
“She grew up in hard places where the only law was force, and she learned early that a clean hit could end a fight faster than a clever speech.”
- Background
- Soldier
Connections
Species
Human
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