Vorka
Vorka
Sheet
AC 17 · HP 190 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionWIS
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
42 featuresBonus action
- Bonus Unarmed Strike
When After taking the Attack action or when otherwise able to use a Bonus Action
Vorka makes an Unarmed Strike as a Bonus Action while unarmed or wielding only Pugilist weapons.
- One-Two Punch
When On her turn
Vorka spends 1 Moxie Point to make two Unarmed Strikes as a Bonus Action.
- Brace Up
When On her turn
Vorka spends 1 Moxie Point, rolls 1d8, and gains Temporary Hit Points equal to the roll + 17.
- Stick and Move
When On her turn
Vorka spends 1 Moxie Point to make an Unarmed Strike and Dash or Disengage.
- Second WindLevel 1
As a Bonus Action, Vorka regains 1d10 + 7 hit points. She must finish a Short or Long Rest before using this feature again.
- FisticuffsLevel 1
Vorka gains a Bonus Action Unarmed Strike, a Fisticuffs Die of 1d8, and can use improvised weapons as Pugilist weapons. Improvised weapons count as having the Sap mastery property for her.
- Ability Score Improvement: Tavern BrawlerLevel 4
Vorka can choose an Ability Score Improvement or feat. She chose Tavern Brawler, gaining proficiency with improvised weapons and the ability to use a Bonus Action to make an Unarmed Strike after hitting with an improvised weapon.
- Dig DeepLevel 4
Vorka can use a Bonus Action to gain Resistance to Bludgeoning, Piercing, and Slashing damage for 10 minutes and ignore Exhaustion levels less than 6. She can use this once per Long Rest, or restore it by gaining 1 Exhaustion level.
Reaction
- 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 gains 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 attack to target a creature she is Grappling instead.
Always on
- HaymakerLevel 5
When When making an Unarmed Strike or Pugilist weapon attack
Vorka uses a devastating full-force strike that deals maximum damage on a hit and refunds its Moxie Point.
- Stop and Drop
When When she hits with an Unarmed Strike without using a mastery property
Vorka crashes an opponent to the ground, combining her damage with both Grapple and Shove when applicable.
- Fighting Style: DefenseLevel 1
Vorka has chosen the Defense Fighting Style. While wearing armor, she gains a +1 bonus to AC. Her current ring gear is not armor, so this benefit is inactive.
- Action SurgeLevel 2
Vorka can use Action Surge to take one additional action on her turn. She must finish a Short or Long Rest before using this feature again.
- Improved CriticalLevel 3
Vorka scores a critical hit on a weapon attack roll of 19 or 20. This applies to her Unarmed Strikes under her Pugilist training.
- Ability Score ImprovementLevel 4
Vorka gains proficiency in Athletics through Muscle Mass and has Expertise in Athletics. Her proficiency bonus is doubled for Athletics checks.
- Remarkable AthleteLevel 7
Vorka can add half her proficiency bonus, rounded up, to any Strength, Dexterity, or Constitution check that does not already include her proficiency bonus. She also gains a climbing speed equal to her walking speed when climbing, and her running long jump distance increases by a number of feet equal to her Strength modifier.
- Iron ChinLevel 1
While wearing Light or no armor and not wielding a Shield, Vorka's base AC equals 12 + her Constitution modifier.
- MoxieLevel 2
Vorka has 13 Moxie Points. She regains all expended points 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, she regains the point, and this feature cannot be used again until a Short or Long Rest.
- Heavy HitterLevel 3
When Vorka hits with an Unarmed Strike, she can deal damage and also choose the Grapple or Shove option.
- Pugilist SubclassLevel 3
Vorka gains the Squared Circle Pugilist subclass, specializing in grapples, throws, clinches, and controlling the center of a fight.
- Extra AttackLevel 5
Vorka attacks 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 for 1 minute equal to her Constitution modifier plus her Exhaustion level.
- School of Hard KnocksLevel 9
Once per turn when Vorka hits with an Unarmed Strike or Pugilist weapon, she deals an extra 1d12 damage, or can forgo it to make the next attack against the target deal maximum damage or to give the target 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 can be restored by taking 1 Exhaustion level.
- Dig DeeperLevel 13
For 1 minute, Vorka gains all Dig Deep benefits 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 and must use the new result.
- PugnaciousLevel 15
When Vorka rolls Initiative, she can remove one Exhaustion level and regain her uses of Down But Not Out, Dig Deep, and Shake It Off. This recharges after a Long Rest.
- Groundwork: Compression LockLevel 3
At the start of her turn, Vorka can deal 1d8 + 4 Bludgeoning damage to each creature she has Grappled.
- Groundwork: 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 impose Disadvantage on that roll.
- Groundwork: Stop and DropLevel 3
When Vorka hits with an Unarmed Strike without using a mastery property, she can apply both the Grapple and Shove options.
- Muscle MassLevel 3
Vorka has Expertise in Athletics.
- HeavyweightLevel 11
Vorka counts as one size larger when using Grapple or Shove, and moving a Grappled creature her size or smaller does not cost her extra movement.
- Ability Score IncreaseHuman+1 to all six ability scores, already included.
- SizeHumanMedium.
- SpeedHuman30 feet.
- Extra LanguageHumanHalfling.
- TraitHumanHuman versatility provides broad adaptability and a connection to many cultures.
- By Popular DemandEntertainer
Vorka can always find a place to perform, usually by staging a wrestling exhibition, telling an outrageous fight story, or turning a tense confrontation into a spectacle. Fellow entertainers recognize her reputation and will provide modest lodging, food, or assistance when practical.
Gear
8 itemsArmor
- Chain MailStored with her troupe and not worn during combat. Vorka fights in light ring gear to preserve Iron Chin and her Pugilist features.
Tools
- Disguise KitUsed for disguises, promotional performances, and theatrical entrances.
- Musical Instrument, hand drumA battered hand drum used to announce matches and rally crowds.
Gear
- 2×Ring GearA spare suit of fitted crimson-and-black ring gear with reinforced stitching and gold trim.
- Performance CapeA dramatic entrance cape bearing the emblem of a broken chain.
- Entertainer's PackA pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Medal of the Broken ChainA keepsake from the troupe's first championship bout.
Purse
- 25×CoinsA small purse containing the proceeds from recent performances.
Appearance
Vorka is a powerfully built human woman with a buxom figure, broad shoulders, thick arms, a pronounced bubble-shaped physique, and a sharply defined six-pack. She wears tight crimson and black professional ring gear reinforced for adventuring, with gold trim and a dramatic cape for entrances. Her face is sharp and defined, with a strong jawline shaped by countless matches and hard training. Her dark eyes are deep-set beneath thick brows, her straight nose is slightly crooked from an old break, and her full lips often curl into a confident grin. Her tanned skin bears faint scars along her temple and cheekbone. Her dark, thick hair is pulled into a loose ponytail, with damp strands curling against her temples and neck.
Mannerisms
Vorka rolls her shoulders before speaking, taps two fingers against her sternum when making a promise, and announces important actions as though introducing herself in a packed arena. She maintains steady eye contact, smiles before dangerous maneuvers, and refers to difficult opponents as her next main event.
Personality
Vorka is charismatic, fearless, and intensely competitive. She treats strangers like a potential audience and enemies like performers who have not yet learned their lines. Beneath her swagger is a generous protector who notices frightened people immediately and places herself between them and danger without hesitation. She loves grand entrances, dramatic reversals, and giving opponents one chance to walk away with their dignity intact.
Ideals
Freedom. No one should be owned, silenced, or forced to play a part written by someone stronger. Every person deserves the chance to stand, fight, and choose their own name.
Bonds
The surviving members of her old troupe are her family, and she will cross any distance to rescue one of them. She also secretly funds a small training hall for abandoned children, teaching them discipline, stagecraft, and how to defend themselves.
Flaws
Vorka cannot resist answering an insult with a challenge, especially when an audience is present. She is proud to the point of recklessness and often refuses help because she fears appearing weak. Deep down, she is terrified that if she stops performing, people will stop loving her.
Quirks
Background
Vorka was born in a crowded human district where taverns, theaters, and fighting pits shared the same narrow streets. As a child, she learned that applause could buy a meal and that confidence could stop a bully before the first punch was thrown. She began performing acrobatic feats and comic wrestling bouts in taverns, gradually becoming the featured attraction of a traveling circuit. Her signature style combined brutal grappling with theatrical flourishes, turning every match into a story of defiance, humiliation, and spectacular redemption. Her career changed when a local crime lord began fixing matches and demanding that Vorka throw fights. She refused, then defeated his champion in front of a packed house. The resulting riot destroyed the venue and scattered her troupe, but it also made her famous. Vorka became an adventurer to protect performers, debtors, and street kids from the same kind of exploitation. As a Champion Fighter and Squared Circle Pugilist, she treats combat as both craft and theater, using timing, footwork, holds, and impossible-looking feats of strength to control the battlefield. She carries no weapons, believing that the body is the oldest and most honest weapon of all.
“As a child, she learned that applause could buy a meal and that confidence could stop a bully before the first punch was thrown.”
- Background
- Entertainer
Connections
Species
Human
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