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Vorka - AI-generated fantasy Character

Vorka

Human · Fighter 7 / Pugilist 13 (Champion and Squared Circle) · Level 20 · Entertainer

Vorka

Vorka is charismatic, competitive, and intensely protective.
AC15
HP184/184
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 15 · HP 184 · 30 ft.
AlignmentChaotic GoodGenderFemaleAge32 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

All armor,
Shields

Weapons

Simple weapons,
Improvised weapons,
Unarmed Strikes are used as the character's primary attacks

Tools

Disguise kit,
One musical instrument, drums

Languages

Common,
Orc

Features

49 features

Bonus action

  • Bonus Unarmed StrikeLevel 1

    When After or independently of her Attack action

    Vorka makes an Unarmed Strike as a bonus action while unarmed or using only Pugilist weapons.

  • One-Two PunchLevel 2

    When On her turn

    Vorka makes two Unarmed Strikes as a bonus action by spending 1 Moxie Point.

  • Stick and MoveLevel 2

    When On her turn

    Vorka makes an Unarmed Strike and then Dashes or Disengages by spending 1 Moxie Point.

  • Action SurgeLevel 2

    When On her turn

    Vorka can use Action Surge to take an additional action, including another Attack action.

  • Second WindLevel 1

    Vorka can use a bonus action to regain 1d10 + 20 hit points. She can use this feature twice per short or long rest.

  • FisticuffsLevel 1

    Vorka has mastered combat styles using Unarmed Strikes, simple melee weapons, and improvised weapons. She can make an Unarmed Strike as a bonus action, uses a d8 for Unarmed Strike damage, and improvised weapons count as having the Sap mastery property for her.

  • Dig DeepLevel 4

    As a bonus action, Vorka can gain resistance to bludgeoning, piercing, and slashing damage and ignore Exhaustion levels below 6 for 10 minutes. The feature recharges after a long rest, or she can restore it by gaining 1 Exhaustion level.

  • Brace UpLevel 2

    Vorka can use a bonus action and expend 1 Moxie Point to gain 1d8 + 13 temporary hit points for 10 minutes.

Reaction

  • IndomitableLevel 9

    When When she fails a saving throw

    Vorka can reroll a failed saving throw with Indomitable, up to three times per long rest.

  • Bloodied But UnbowedLevel 2

    When Vorka takes damage, she can use a reaction to regain all expended Moxie Points. If she is Bloodied, she also gains 52 temporary hit points. Once used, this feature recharges after a short or long rest.

  • Meat ShieldLevel 6

    While Vorka has a creature grappled, she has half cover against attacks from creatures she is not grappling. When such a creature misses her, she can expend 1 Moxie Point as a reaction to force the same attack against a creature she is grappling.

Always on

  • HaymakerLevel 5

    When When making an Unarmed Strike

    Vorka deals maximum damage with a successful Unarmed Strike and regains the spent Moxie Point.

  • Heavy HitterLevel 3

    When When she hits with an Unarmed Strike

    Vorka can combine the damage of an Unarmed Strike with a Grapple or Shove.

  • Stop and DropLevel 3

    When When she hits with an Unarmed Strike

    Vorka can combine both Grapple and Shove with an Unarmed Strike when she does not use a mastery property.

  • Compression LockLevel 3

    When Start of turn while grappling

    Vorka deals 1d8 + 3 bludgeoning damage to each creature she is grappling at the start of her turn.

  • Improved CriticalLevel 3

    Vorka scores a critical hit on a weapon attack roll of 19 or 20.

  • Remarkable AthleteLevel 7

    Vorka gains proficiency in Athletics and has expertise in it through her Groundwork training. She also adds half her proficiency bonus to Strength, Dexterity, Constitution, and Charisma checks that do not already include her proficiency bonus, and gains a running jump distance increase of 4 feet.

  • Iron ChinLevel 1

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

  • MoxieLevel 2

    Vorka has 13 Moxie Points, regained after a short or long rest. She knows Brace Up, One-Two Punch, and Stick and Move.

  • Swagger StreakLevel 2

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

  • Pugilist SubclassLevel 3

    Vorka gains the Groundwork pugilist subclass.

  • Ability Score ImprovementLevel 4

    Vorka gains an Ability Score Improvement or feat.

  • Extra AttackLevel 5

    Vorka can attack twice whenever she takes the Attack action.

  • Moxie-Fueled FistsLevel 6

    Vorka's Unarmed Strikes and improvised weapon attacks can deal Force damage instead of their normal damage type.

  • Down But Not OutLevel 7

    After using Bloodied But Unbowed while Bloodied, Vorka gains a bonus to Unarmed Strike and Pugilist weapon damage equal to her Constitution modifier plus her Exhaustion level for 1 minute. This recharges after a long rest.

  • School of Hard KnocksLevel 9

    Once per turn, Vorka deals an extra 1d12 damage when she hits with an Unarmed Strike or Pugilist weapon. She can forgo this damage to make the next attack against the creature deal maximum damage or to give the creature disadvantage on attacks against creatures other than her.

  • HerculeanLevel 10

    Vorka's Strength score counts as doubled for carrying capacity, her Unarmed Strikes are critical hits against objects, and her jump distance is doubled.

  • Shake It OffLevel 10

    At the start of her turn, Vorka can remove one Exhaustion level or end Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Restrained, or Stunned on herself. This recharges after a long rest, or she can restore it by gaining 1 Exhaustion level.

  • Dig DeeperLevel 13

    For 1 minute, Vorka 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

    Vorka has advantage on Strength, Dexterity, and Constitution saving throws. When she fails a saving throw, she can expend 1 Moxie Point to reroll it.

  • PugnaciousLevel 15

    When Vorka rolls initiative, she can remove one Exhaustion level and regain uses of Down But Not Out, Dig Deep, and Shake It Off. This recharges after a long rest.

  • InescapableLevel 3

    When a creature makes a saving throw or ability check against Vorka's grapple or shove DC, she can expend 1 Moxie Point to give that roll disadvantage.

  • Muscle MassLevel 3

    Vorka gains expertise in Athletics.

  • HeavyweightLevel 11

    When Vorka grapples or shoves, she counts as one size larger. She does not spend extra movement to move a creature grappled by her if it is her size or smaller.

  • Squared Circle StyleLevel 3

    Vorka can use her Unarmed Strikes as her signature ring technique, combining strikes with grapples, shoves, takedowns, and theatrical holds.

  • Unarmed Combat TrainingLevel 1

    Vorka gains proficiency with all simple weapons and improvised weapons, although she chooses to fight unarmed.

  • Fighter Saving Throw ProficienciesLevel 1

    Vorka gains proficiency in Strength and Constitution saving throws from Fighter. Her Unbreakable feature grants advantage on Strength, Dexterity, and Constitution saving throws.

  • Fighter Ability Score ImprovementLevel 6

    Vorka gains an Ability Score Improvement or feat.

  • Fighter Ability Score ImprovementLevel 12

    Vorka gains an Ability Score Improvement or feat.

  • Fighter Ability Score ImprovementLevel 16

    Vorka gains an Ability Score Improvement or feat.

  • Additional Action SurgeLevel 17

    Vorka gains an additional use of Action Surge at Fighter level 17, allowing two uses per short or long rest, but only one use on the same turn.

  • Extra Attack, 3 AttacksLevel 20

    Vorka gains an additional attack whenever she takes the Attack action, for a total of four attacks with that action.

  • Ability score increaseHuman+1 to all six ability scores
  • SizeHumanMedium
  • SpeedHuman30 feet
  • TraitHumanOne additional language of choice, Orc
  • TraitHumanHuman versatility and adaptability
  • TraitHumanCommon human appearance and physiology
  • By Popular DemandEntertainer

    Vorka can always find a place to perform, usually in a fighting pit, tavern, festival ring, or roadside arena. She can secure modest food and lodging for herself and her companions by performing, and local spectators are often willing to recognize or help a celebrated wrestler.

Gear

6 items

Gear

  • Professional ring gear
    Tight professional ring gear, reinforced for grappling and acrobatics, worn as clothing rather than armor.
  • Explorer's pack
    An explorer's pack containing a backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.
  • Entertainer's pack
    A performer’s pack containing a backpack, bedroll, two costumes, five candles, five days of rations, a waterskin, and a disguise kit.
  • Gymnasium colors
    A keepsake from the gym where Vorka learned to fight.
  • Unarmed fighting style
    Vorka fights without weapons, relying on Unarmed Strikes and improvised objects when necessary.

Purse

  • 15×
    Gold pieces
    Coins earned from performances, matches, and adventuring.

Appearance

Vorka is a powerfully built human woman with a buxom, athletic physique, broad shoulders, a pronounced bubble-shaped build, and sharply defined six-pack abdominal muscles. She wears close-fitting professional ring gear designed for mobility, reinforced at the joints and decorated with bold crimson and gold trim. Her sharp, defined face has a strong jawline, deep-set dark eyes beneath thick brows, a straight nose slightly crooked from an old break, and full lips. Her tanned skin is smooth, with faint scars along her temple and cheekbone from years of matches. Her thick dark hair is pulled into a loose ponytail, with damp strands curling around her temples and neck.

Mannerisms

Vorka rolls her shoulders before making an important decision, taps two fingers against her sternum when accepting a challenge, and announces her own finishing moves in a low, theatrical voice. She maintains eye contact during tense conversations as if waiting for an opening.

Personality

Vorka is charismatic, competitive, and intensely protective. She loves an audience, but her confidence is not empty showmanship. She studies every opponent, remembers every name, and celebrates a worthy defeat as loudly as a victory. Around friends she is warm, teasing, and generous, while enemies discover that her smile becomes most dangerous when she has already decided how to put them on the ground.

Ideals

Courage. The ring is honest because everyone eventually hits the canvas. I will stand back up, protect those who cannot, and make fear regret choosing me.

Bonds

The old neighborhood gym that trained me gave countless poor children a safe place to belong. I will protect it, rebuild it, and defend anyone who carries its colors.

Flaws

Vorka cannot resist answering an insult with a challenge, even when diplomacy would be wiser. She also treats retreat as a personal failure and will push herself past exhaustion to avoid disappointing a crowd.

Quirks

She gives every opponent a wrestling nickname before the first attack.
She keeps a written list of promising grappling techniques and tests them on training dummies.
She applauds when an enemy lands a genuinely impressive hit.
She refuses to enter a room without first checking whether the floor can support a suplex.
She collects ribbons, badges, and scraps of banners from arenas where she has competed.

Background

Vorka was born in a crowded district where tavern brawls were as common as street performances. As a human with no inherited title or ancient bloodline to rely upon, she learned early that strength was something she could build with discipline. She began fighting for coin in back rooms, then discovered that crowds loved a spectacle as much as they loved a winner. Her instinct for timing, dramatic reversals, and fearless showmanship turned rough brawls into a career. Before long, she was traveling from town to town as a professional wrestler, entering rings beneath names such as the Iron Comet and the Crimson Clinch.

“As a human with no inherited title or ancient bloodline to rely upon, she learned early that strength was something she could build with discipline.”
From their backstory
Background
Entertainer

Connections

Species

Human

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