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Vorka - AI-generated fantasy Character

Vorka

Human · Fighter 7 / Pugilist 13 (Champion / Groundwork) · Level 20 · Entertainer

Vorka

Vorka is exuberant, fearless, and theatrically competitive.
AC16
HP224/224
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 224 · 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,
Martial weapons,
Improvised weapons,
Unarmed Strikes,
Pugilist weapons

Tools

Disguise kit,
Musical instrument, hand drum

Languages

Common

Features

43 features

Action

  • 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 items

Tools

  • Championship bell
    A polished brass bell used to announce matches and dramatic entrances.
  • Musical instrument
    A musical instrument selected for entertaining crowds, usually a battered hand drum.

Gear

  • Signature wrestling gear
    Tight crimson-and-black wrestling top and trunks with gold trim, reinforced stitching, and VORKA emblazoned across the back.
  • Hand and foot wraps
    Reinforced cloth wraps for hands and feet, used for protection and presentation.
  • Wrestling pads
    Padded knee guards and elbow guards bearing the broken crown emblem.
  • Entertainer's costume
    A costume outfit for performances and public appearances.
  • Favor from an admirer
    A keepsake from an admirer.

Purse

  • Coin pouch
    A 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

She gives opponents flattering nicknames before defeating them.
She collects broken buckles, badges, and pieces of arena flooring from memorable matches.
She practices victory poses in reflective surfaces.
She refuses to walk through a doorway without first making an entrance.
She names every major grapple and finishing maneuver after a type of storm.

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.”
From their backstory
Background
Entertainer

Connections

Species

Human

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