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Tusk - AI-generated fantasy Character

Tusk

Human · Barbarian 11 / Pugilist 6 (Berserker) · Level 17 · Soldier

Tusk

Tusk is controlled violence wrapped in soldier's discipline.
AC18
HP180/180
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 180 · 40 ft.
AlignmentNeutral GoodGenderFemaleAge38
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AthleticsSTR
  • IntimidationCHA
  • PerceptionWIS
  • SurvivalWIS

Armor

Light Armor,
Medium Armor,
Shields

Weapons

Simple Weapons,
Martial Weapons,
Improvised Weapons

Tools

Land Vehicles,
Gaming Set

Languages

Common,
Giant

Features

45 features

Action

  • Extra AttackLevel 5

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

  • Intimidating PresenceLevel 10

    You can use an action to frighten someone with your fierce presence. A creature can be affected by this only once per 24 hours.

  • Extra AttackLevel 5

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

Bonus action

  • RageLevel 1

    You enter a rage as a bonus action, gaining bonus damage on melee weapon attacks, resistance to bludgeoning, piercing, and slashing damage, and advantage on Strength checks and saving throws. Your rage lasts for 1 minute and ends early if you are knocked unconscious or end your turn without attacking a hostile creature or taking damage since your last turn. You can rage 6 times per long rest.

  • FrenzyLevel 3

    When you rage, you can choose to frenzy, making a melee weapon attack as a bonus action on each of your turns after this one. Each frenzy level of exhaustion ends when your rage ends.

  • Iron ChinLevel 1

    While unarmored or wearing light armor and wielding only pugilist weapons, you can make an unarmed strike as a bonus action. Your unarmed strike and pugilist weapon damage uses your Fisticuffs die.

  • One-Two PunchLevel 2

    You can make a second unarmed strike as a bonus action by spending 1 Moxie Point.

  • Stick and MoveLevel 2

    You can make one unarmed strike and then Dash or Disengage as a bonus action by spending 1 Moxie Point.

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. You can use this once per short or long rest.

  • Meat ShieldLevel 6

    When you have a creature grappled, you gain half cover against attacks from creatures you are not grappling. If a creature you are not grappling misses you with an attack roll, you can use your reaction and spend 1 Moxie Point to force that attacker to make the same attack against a creature you are grappling.

Always on

  • Battle Rage

    When When combat starts or Tusk needs to break through enemy resistance

    Rage into the thick of battle, shrugging off punishment while hammering enemies with brutal force.

  • HaymakerLevel 5

    When When an attack needs to end a fight quickly

    Spend Moxie to land a devastating maximum-damage blow that feels like a staged knockout.

  • Compression LockLevel 3

    When At the start of Tusk's turn while grappling an enemy

    Grapple a foe, lock them down, and use Compression Lock to crush the fight out of them.

  • Dig DeepLevel 4

    When When Tusk expects a long, brutal confrontation

    Use Dig Deep to become nearly impossible to wear down during a prolonged brawl.

  • Unarmored DefenseLevel 1

    While you are not wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.

  • Reckless AttackLevel 2

    While raging, you have advantage on Strength checks and Strength saving throws.

  • Danger SenseLevel 2

    You gain advantage on Dexterity saving throws against effects that you can see, such as traps and spells, so long as you are not blinded, deafened, or incapacitated.

  • Primal PathLevel 3

    Choose a primal path. Tusk follows the Berserker, gaining Frenzy at 3rd level, Mindless Rage at 6th, and Intimidating Presence at 10th.

  • Ability Score ImprovementLevel 4

    You gain an Ability Score Improvement or feat.

  • Fast MovementLevel 5

    Your walking speed increases by 10 feet while you are not wearing heavy armor.

  • Brutal CriticalLevel 9

    Your raging attacks become even deadlier. The first damage die you roll for a critical hit is rolled an extra time.

  • Mindless RageLevel 6

    You can no longer be charmed or frightened while raging. If you are already charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

  • Relentless RageLevel 11

    If you drop to 0 hit points while raging and don't die outright, you can make a DC 10 Constitution saving throw to remain at 1 hit point. The DC increases by 5 each time you use this feature after the first time until you finish a short or long rest.

  • Ability Score ImprovementLevel 8

    You gain an Ability Score Improvement or feat.

  • Ability Score ImprovementLevel 12

    You gain an Ability Score Improvement or feat.

  • Ability Score ImprovementLevel 16

    You gain an Ability Score Improvement or feat.

  • Level 1 Barbarian Hit Point BonusLevel 1

    Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.

  • Brutal Critical ImprovementLevel 11

    At 11th level, you gain an extra die of damage on one critical hit.

  • Barbarian Weapon and Armor TrainingLevel 1

    You have proficiency in medium armor, shields, and martial weapons.

  • Barbarian Simple Weapon TrainingLevel 1

    You have proficiency in simple weapons.

  • Berserker Path FeatureLevel 3

    You can begin to shrug off exhaustion while raging. In 2014 rules terms, your berserker rage can drive you harder at a cost.

  • FisticuffsLevel 1

    You gain the Pugilist benefits for unarmed combat, improvised weapons, and moxie.

  • MoxieLevel 2

    You have Moxie Points to fuel class features. You can use Brace Up, One-Two Punch, and Stick and Move, and you regain all expended points on a short or long rest.

  • Swagger StreakLevel 2

    When you fail a Strength, Dexterity, Constitution, or Charisma check, you can spend a Moxie Point to roll your Fisticuffs die and add it to the check. If it still fails, the point is not spent and the feature cannot be used again until a short or long rest if the check still fails.

  • Heavy HitterLevel 3

    When you hit with an unarmed strike, you can deal damage and also attempt to grapple or shove the target.

  • Pugilist SubclassLevel 3

    Choose a Pugilist subclass. Tusk follows Squared Circle, the grappling specialist who turns combat into a brutal performance.

  • Ability Score ImprovementLevel 4

    You gain an Ability Score Improvement or feat.

  • Moxie-Fueled FistsLevel 6

    Your unarmed strikes and improvised weapon attacks can deal force damage instead of their normal damage type.

  • Muscle MassLevel 3

    You gain proficiency in Athletics and, if you already have it, expertise in Athletics.

  • InescapableLevel 3

    When a creature makes a save or ability check against your grapple or shove DC, you can spend 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 both grapple and shove the target.

  • Improved ImprovisationLevel 1

    Your improvised weapons count as having the Sap mastery property for you.

  • TraitHumanAbility Score Increase, all ability scores increase by 1.
  • TraitHumanExtra Language, you can speak, read, and write one extra language of your choice.
  • Military RankSoldier

    You have a military rank and your comrades in arms will recognize your authority and influence. Soldiers loyal to your former command, and those who respect battlefield discipline, are more likely to give you aid, information, or a place to rest.

Gear

6 items

Weapons

  • Rivet Gun
    A compact rivet gun used for repairs, intimidation, or as an improvised weapon.

Tools

  • Tool Belt
    A compact gunmetal tool belt containing wrenches, spare power cells, clamps, and maintenance odds and ends.

Gear

  • Traveler's Clothes
    A sturdy veteran's outfit, practical for travel and intimidation, modified with reinforced seams and cybernetic clearance for her right arm.
  • Battered Leather Vest
    A battered leather vest worn more for sentiment and style than protection.
  • Dog Tags
    A set of dog tags from her former unit, worn as a reminder of the squad she lost.
  • Heavy Boots
    A steel-toed heavy boot pair built for hard travel and hard kicking.

Appearance

Tusk is a towering human woman standing 6 feet 8 inches tall, built like a siege engine with broad shoulders, thick muscle, and subtle cybernetic reinforcement worked into her frame. Her skin is a deep weathered tan marked by old scars and surgical seams, with a broken nose that healed crooked and a hard, square jaw that never seems to soften. One eye is a cybernetic implant that glows a faint red, while the other is a flat gunmetal gray. Her dark hair is clipped into a severe military buzz cut. She favors a sleeveless black undershirt, battered leather vest, reinforced cargo pants, and heavy steel-toed boots, with a tool belt loaded with spare cells, wrenches, and a compact rivet gun. Her right arm is fully mechanical, matte black and piston-driven, while her left is flesh strengthened by visible subdermal plating. She looks dangerous, competent, and unnervingly composed, with a rugged, intentionally striking presence.

Mannerisms

Tusk speaks in short, blunt sentences, often with a dry edge that makes every compliment sound like a challenge. She cracks her knuckles before making a decision, rolls one cybernetic shoulder when annoyed, and taps the glowing implant in her eye when she is thinking. She stands very still when listening, then moves with sudden, predatory economy when she chooses action. In conversation she tends to lean too close on purpose, not to threaten, but because she likes seeing who holds eye contact.

Personality

Tusk is controlled violence wrapped in soldier's discipline. She is intimidating by default, but not cruel, and once she decides someone is hers to protect, she becomes ferociously dependable. She likes clean plans, honest answers, good steel, and people who keep their word. She dislikes posturing unless she is the one doing it, which she often is, with a faintly amused smirk that says she already knows how the fight ends.

Ideals

Loyalty. Strength means nothing if it is not used to protect the people who cannot protect themselves. She believes a promise is worth more than rank, and that the strongest hand is the one offered to pull someone up.

Bonds

She keeps the dog tags of her first squad wrapped around a wrench on her belt, and she still honors the dead by finishing the fights they could not. She will not abandon a comrade in the field, and she has a standing vendetta against the officers who traded her unit for their own promotion.

Flaws

Tusk solves too many problems by walking directly into them, trusting her body to outlast consequences that would have stopped a wiser person. She has a hard time asking for help, and an even harder time accepting mercy from people she does not trust. When anger takes hold, she can become reckless enough to endanger allies if they get between her and the target of her wrath.

Quirks

She absentmindedly flexes her cybernetic hand when she is bored.
She keeps her gear arranged with obsessive military precision, even in filthy rooms.
She refers to close friends by their function, like Medic, Driver, or Ace, until they earn a real nickname.
She smiles only after impact, never before.

Background

Tusk was built by war, then rebuilt by it. She began life as an ordinary human recruit in a mechanized militia that prized endurance over elegance, but ordinary proved temporary. After years on the front lines, her body was shattered in a breach no one expected her to survive. The augments that followed were meant to keep her useful, yet they only sharpened what had already been there, stubbornness, aggression, and an iron refusal to stay down. She learned quickly that armor could fail, commanders could lie, and the only truth on a battlefield was the person still standing when the smoke cleared. When her unit was broken and sold out by the same officers who decorated themselves for the victory, Tusk stopped following orders and started collecting debts. She drifted from warzone to pit fight to back-alley brawl, discovering that the crowd loved a woman who could take a beating and smile through the blood. That survival instinct became an art form. As a soldier she knows formation, morale, and when to break a line. As a barbarian she knows what to do when the line is already gone. As a pugilist she learned to weaponize every elbow, shoulder, and scrap of metal within reach. These days she works for coin, vengeance, or the rare cause that feels honest, and she leaves no enemy unsure of exactly how hard she can hit.

“She began life as an ordinary human recruit in a mechanized militia that prized endurance over elegance, but ordinary proved temporary.”
From their backstory
Background
Soldier

Connections

Species

Human

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