Vorka
Vorka
Sheet
AC 16 · HP 224 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
43 featuresAction
- Action SurgeLevel 6
When On your turn
Use Action Surge to take one additional action, twice per Short or Long Rest.
- Extra AttackLevel 5
Whenever you take the Attack action, you can attack twice instead of once.
Bonus action
- Bonus Unarmed Strike
When After taking an action or whenever a Bonus Action is available
Make an Unarmed Strike as a Bonus Action while unarmed or using only Pugilist weapons and wearing Light or no armor without a Shield.
- Brace Up
When When expecting incoming damage
Expend 1 Moxie Point as a Bonus Action to gain 1d8 + 13 + 4 Temporary Hit Points for 10 minutes.
- One-Two Punch
When When a Bonus Action attack is available
Expend 1 Moxie Point to make two Unarmed Strikes as a Bonus Action.
- Stick and Move
When When mobility or escape is needed
Expend 1 Moxie Point to make an Unarmed Strike and then Dash or Disengage as a Bonus Action.
- Second WindLevel 1
When On your turn while injured
Recover 1d10 + 7 hit points.
- Dig DeepLevel 4
When When resilience is needed
Gain Resistance to Bludgeoning, Piercing, and Slashing damage for 10 minutes and ignore Exhaustion levels below 6.
- Dig DeeperLevel 13
When When facing a major threat
For 1 minute, gain Dig Deep benefits and use School of Hard Knocks twice per turn.
- FisticuffsLevel 1
Your years of fighting have given you mastery over Unarmed Strikes and Pugilist weapons, including simple melee weapons and improvised weapons. You can make a Bonus Action Unarmed Strike, use a 1d8 Fisticuffs die, and improvised weapons count as having the Sap mastery property for you while meeting the listed armor and shield restrictions.
Reaction
- Bloodied But Not Bowed
When When taking damage
When Bloodied and damaged, regain all Moxie and gain 52 Temporary Hit Points.
- Bloodied But UnbowedLevel 2
When you take damage, you can use a Reaction to regain all expended Moxie Points. If Bloodied, you also gain Temporary Hit Points equal to four times your Pugilist level. Once used, this feature recharges after a Short or Long Rest.
Always on
- Heavy HitterLevel 3
When When an Unarmed Strike hits
Use both damage and Grapple or Shove when hitting with an Unarmed Strike.
- Swagger StreakLevel 2
When After failing a qualifying ability check
Expend 1 Moxie Point to make a failed Strength, Dexterity, Constitution, or Charisma check potentially succeed by adding 1d8.
- HaymakerLevel 5
When Before making an attack
Expend 1 Moxie Point on an Unarmed Strike or Pugilist weapon attack. On a hit, deal maximum damage and regain the point.
- School of Hard KnocksLevel 9
When When an Unarmed Strike or Pugilist weapon attack hits
Deal 1d12 extra damage once per turn, or replace it with Endanger or Provoke.
- Down But Not OutLevel 7
When When activating Bloodied But Unbowed while Bloodied
When Bloodied But Unbowed is used while Bloodied, add 4 plus current Exhaustion level to Unarmed Strike and Pugilist weapon damage for 1 minute.
- Fighting Style: Unarmed FightingLevel 1
You can use Two-Weapon Fighting with unarmed strikes and gain a fighting style suited to your training. Vorka chose Unarmed Fighting, allowing her unarmed strikes to deal 1d8 bludgeoning damage while not wielding weapons or a shield.
- Iron ChinLevel 1
While wearing Light or no armor and not wielding a Shield, your base Armor Class equals 12 + your Constitution modifier.
- MoxieLevel 2
You gain 13 Moxie Points, regained after a Short or Long Rest. You know Brace Up, One-Two Punch, and Stick and Move.
- Pugilist Subclass: GroundworkLevel 3
You gain the Groundwork Pugilist subclass.
- Ability Score ImprovementLevel 4
You gain an Ability Score Improvement. Vorka increased Strength by 2.
- Moxie-Fueled FistsLevel 6
Unarmed Strikes and improvised weapon attacks can deal Force damage instead of their normal damage type.
- Ability Score ImprovementLevel 6
You gain an Ability Score Improvement. Vorka increased Strength by 2.
- Improved CriticalLevel 3
You score a Critical Hit with an Unarmed Strike on a roll of 19 or 20.
- Muscle MassLevel 3
You gain proficiency in Athletics, or Expertise if already proficient. Vorka has Expertise in Athletics.
- Compression LockLevel 3
When you start your turn Grappling one or more creatures, you can deal 1d8 + 5 bludgeoning damage to each creature Grappled by you without using 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 on the roll.
- Stop and DropLevel 3
When you hit with an Unarmed Strike without using a mastery property, you can apply both the Grapple and Shove options.
- Ability Score ImprovementLevel 4
You gain an Ability Score Improvement. Vorka increased Dexterity by 2.
- Remarkable AthleteLevel 7
You can add half your proficiency bonus to Strength, Dexterity, Constitution, or Charisma checks that do not already include your proficiency bonus. Your running long jump increases by 5 feet.
- HerculeanLevel 10
Your Strength score counts as doubled when determining carrying capacity, your 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 on yourself. Once used, it recharges after a Long Rest, or you can 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 used, it recharges after a Long Rest.
- HeavyweightLevel 11
When Grappling or Shoving, you count as one size larger, and you do not spend extra movement to move a Grappled creature your size or smaller.
- Ability Score ImprovementLevel 8
You gain an Ability Score Improvement. Vorka increased Constitution by 2.
- Ability Score ImprovementLevel 12
You gain an Ability Score Improvement. Vorka increased Charisma by 2.
- Ability Score IncreaseHuman+1 to all ability scores, already included in the listed scores.
- SizeHumanMedium.
- SpeedHuman30 feet.
- TraitHumanYou can speak, read, and write Common and one additional language. Vorka speaks Giant from years of wrestling with and performing alongside larger folk.
- By Popular DemandEntertainer
Vorka can always find a place to perform, usually an arena, tavern, festival, or street corner. She can earn modest food and lodging by performing, and her reputation as a professional wrestler often opens doors among crowds, promoters, and showfolk.
Gear
8 itemsTools
- Championship bellA polished brass bell used to announce matches and dramatic entrances.
- Musical instrumentA musical instrument selected for entertaining crowds, usually a battered hand drum.
Gear
- Signature wrestling gearTight crimson-and-black wrestling top and trunks with gold trim, reinforced stitching, and VORKA emblazoned across the back.
- Hand and foot wrapsReinforced cloth wraps for hands and feet, used for protection and presentation.
- Wrestling padsPadded knee guards and elbow guards bearing the broken crown emblem.
- Entertainer's costumeA costume outfit for performances and public appearances.
- Favor from an admirerA keepsake from an admirer.
Purse
- Coin pouchA pouch containing 15 gold pieces from her accumulated performances.
Appearance
Vorka is a tall, powerfully built human woman with a buxom, athletic physique, broad shoulders, a pronounced bubble-shaped posterior, heavily muscled arms and legs, and a sharply defined six-pack. Her dark hair is braided into a high warrior's ponytail, with metallic rings woven through it. She wears tight crimson-and-black wrestling gear emblazoned with a stylized broken crown and the name VORKA in bold gold lettering. Her hands and feet are wrapped in reinforced cloth, and her gear includes padded knee and elbow guards. Her expression is confident and challenging, with a grin that suggests she has already planned the dramatic finishing move.
Mannerisms
Vorka rolls her shoulders before speaking, taps her knuckles against her palm when sizing someone up, and punctuates important declarations by pointing toward an imaginary crowd. Before a fight, she loudly announces her own name and invents a title for her finishing move.
Personality
Vorka is exuberant, fearless, and theatrically competitive. She treats every conversation like a promo before a match, but beneath the swagger is a fiercely protective woman who notices when people are being ignored or bullied. She loves applause, dramatic entrances, and impossible odds, yet she is happiest when an underdog finds the courage to rise beside her.
Ideals
Strength should protect the powerless, and every fight should leave the crowd believing that courage is worth cheering for. A victory is best when it gives someone else the confidence to stand up.
Bonds
Vorka's old wrestling troupe gave her a family when no one else would. She will protect its members, its abandoned arena, and the young fighters who train there. She also carries a battered brass championship bell from her first major victory, and she refuses to let it be taken from her.
Flaws
Vorka cannot resist answering an insult, especially if there is an audience. She sometimes confuses a dangerous situation with an opportunity for a better entrance. Her pride makes her reluctant to retreat, apologize, or admit that an opponent has genuinely frightened her.
Quirks
Background
Vorka was born in a crowded human quarter where tavern brawls were more common than formal duels. As a child, she learned that a quick wit and a stronger grip could keep bullies from taking what was hers. She began fighting in back alleys, then graduated to tavern bouts, where she discovered a gift for turning ordinary objects into spectacular weapons and every stumble into part of the show. A broken table, a hanging lantern, or a sack of flour could become the centerpiece of her next victory.
“As a child, she learned that a quick wit and a stronger grip could keep bullies from taking what was hers.”
- Background
- Entertainer
Connections
Species
Human
Media
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