Kumi Sato
Kumi Sato
Sheet
AC 17 · HP 222 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationSTR
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionWIS
- Sleight of HandDEX
- StealthDEX
- SurvivalCHA
Armor
Weapons
Tools
Languages
Features
45 featuresAction
- Double Underhook
When On her turn
Kumi makes two Unarmed Strikes with her Attack action and can Grapple or Shove on a hit.
- Read the Opponent
When After observing a creature
Kumi uses Insightful Fighting to qualify a target for Sneak Attack, then attacks with a flurry of strikes and a grapple.
- Crowd Pleaser
When When she hits with an Unarmed Strike
Kumi attempts a spectacular grapple, shove, and slam sequence, potentially adding School of Hard Knocks damage.
Bonus action
- Bonus Unarmed Strike
When After taking an action or when otherwise able to use a Bonus Action
Kumi makes an Unarmed Strike as a Bonus Action.
- One-Two Punch
When On her turn
Kumi expends 1 Moxie Point to make two Unarmed Strikes as a Bonus Action.
- Stick and Move
When On her turn
Kumi expends 1 Moxie Point to make an Unarmed Strike and Dash or Disengage.
- Brace Up
When On her turn
Kumi expends 1 Moxie Point to gain 1d12 plus 13 Temporary Hit Points for 10 minutes.
- Cunning Action and Sneak AttackLevel 2
Kumi can use a Bonus Action to Dash, Disengage, or Hide. She also deals 4d6 extra damage once per turn when she hits with a qualifying attack and has advantage, or when another enemy of the target is within 5 feet and she does not have disadvantage.
- Eye for DetailLevel 2
Kumi can use a Bonus Action to make a Wisdom (Perception) check to spot something hidden or an Intelligence (Investigation) check to determine the weakest point in something visible.
- FisticuffsLevel 1
Kumi gains proficiency with simple melee weapons, improvised weapons, and the use of their mastery properties. While unarmed or wielding only Pugilist weapons, wearing light or no armor, and not wielding a shield, she can make an Unarmed Strike as a Bonus Action and use a 1d12 Fisticuffs die for Unarmed Strikes and Pugilist weapons. Improvised weapons count as having Sap mastery for her.
- Dig DeepLevel 4
As a Bonus Action, Kumi can gain Resistance to Bludgeoning, Piercing, and Slashing damage and ignore Exhaustion levels below 6 for 10 minutes. Once used, it requires a Long Rest unless she gains 1 Exhaustion level to restore it.
- Dig DeeperLevel 13
As a Bonus Action, Kumi can gain all Dig Deep benefits for 1 minute and use School of Hard Knocks twice per turn. At level 20, she can use this feature twice before a Long Rest.
- Tavern BrawlerLevel 4
Kumi can use a Bonus Action to make an Unarmed Strike after attempting to Grapple or Shove with an Unarmed Strike, and her improvised weapon attacks can benefit from Tavern Brawler's combat options.
Reaction
- Uncanny DodgeLevel 5
When When hit by an attack
Kumi halves the damage from an attack as a Reaction.
- Meat ShieldLevel 6
While Kumi 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 Grapples instead.
Always on
- ExpertiseLevel 1
Kumi has Expertise in Athletics, Perception, Investigation, and Sleight of Hand. Her proficiency bonus is doubled for checks using those skills.
- Insightful FightingLevel 3
Kumi can make a Wisdom (Insight) check contested by a creature's Charisma (Deception) check. On a success, she can use Sneak Attack against that creature even without advantage or an adjacent ally, provided she does not have disadvantage. The benefit lasts for 1 minute or until she successfully uses it against a different target.
- Ear for DeceitLevel 3
When Kumi makes a Charisma (Deception) check to appear truthful, she can treat a d20 roll of 9 or lower as a 10.
- EvasionLevel 7
Kumi gains Evasion. On a successful Dexterity saving throw against an effect that deals half damage on a success, she takes no damage, and on a failure she takes half damage.
- Iron ChinLevel 1
While wearing light or no armor and not wielding a shield, Kumi's base Armor Class equals 12 plus her Constitution modifier.
- MoxieLevel 2
Kumi has 13 Moxie Points, regained after a Short or Long Rest. She knows Brace Up, One-Two Punch, and Stick and Move.
- Bloodied But UnbowedLevel 2
When Kumi takes damage, she can use her Reaction to regain all expended Moxie Points. If she is Bloodied, she also gains 52 Temporary Hit Points. Once used, this feature requires a Short or Long Rest.
- Swagger StreakLevel 2
When Kumi fails a Strength, Dexterity, Constitution, or Charisma check, she can expend 1 Moxie Point to roll her 1d12 Fisticuffs die and add it to the check. If the check still fails, the point is regained, and the feature cannot be used again until a Short or Long Rest.
- Heavy HitterLevel 3
When Kumi hits with an Unarmed Strike, she can deal its damage and also choose the Grapple or Shove option.
- Pugilist SubclassLevel 3
Kumi gains the Groundwork subclass.
- Ability Score ImprovementsLevel 4
Kumi's Strength score is 18, her Constitution score is 20, and her Charisma score is 20 after species bonuses and Ability Score Improvements. She also has the Tavern Brawler feat.
- Extra AttackLevel 5
Kumi can attack twice whenever she takes the Attack action.
- HaymakerLevel 5
When Kumi attacks with an Unarmed Strike or Pugilist weapon, she can expend 1 Moxie Point. On a hit, the attack deals maximum damage and the point is regained.
- Moxie-Fueled FistsLevel 6
Kumi can choose Force damage or the normal damage type whenever she deals damage with an Unarmed Strike or improvised weapon.
- Down But Not OutLevel 7
After using Bloodied But Unbowed while Bloodied, Kumi can gain a bonus to Unarmed Strike and Pugilist weapon damage for 1 minute. The bonus equals 5 plus her Exhaustion level. Once used, this requires a Long Rest.
- School of Hard KnocksLevel 9
Once per turn, Kumi can deal an extra 1d12 damage when she hits with an Unarmed Strike or Pugilist weapon. Instead, she can forgo this damage to make the next attack against the creature deal maximum damage dice, or to give the creature disadvantage on attacks against creatures other than Kumi until the end of her next turn.
- HerculeanLevel 10
Kumi'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, Kumi can remove one Exhaustion level or end Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Restrained, or Stunned on herself. Once used, this requires a Long Rest unless she takes 1 Exhaustion level to restore it.
- UnbreakableLevel 14
Kumi has Advantage on Strength, Dexterity, and Constitution saving throws. When she fails a saving throw, she can expend 1 Moxie Point to reroll it, using the new roll.
- PugnaciousLevel 15
When Kumi rolls Initiative, she can remove one Exhaustion level and regain her uses of Down But Not Out, Dig Deep, and Shake It Off. Once used, this requires a Long Rest.
- Groundwork, Compression LockLevel 3
At the start of her turn, if Kumi has one or more creatures Grappled, she can deal 1d12 plus 4 Bludgeoning damage to each creature she Grapples without an action.
- Groundwork, Inescapable and Stop and DropLevel 3
Kumi can expend 1 Moxie Point when a creature makes a saving throw or ability check against her Grapple or Shove DC to impose Disadvantage on that roll. When she hits with an Unarmed Strike without using a mastery property, she can Grapple and Shove the target together.
- Muscle MassLevel 3
Kumi gains Expertise in Athletics.
- HeavyweightLevel 11
Kumi counts as one size larger for Grapple and Shove options. She does not spend extra movement to move a Grappled creature her size or smaller.
- Ability Score IncreaseHuman+1 to all six ability scores, included in the listed scores.
- SizeHumanMedium.
- SpeedHuman30 feet.
- TraitHumanOne extra language of choice, selected here as Japanese.
- TraitHumanOne extra skill proficiency, selected here as Athletics before gaining Expertise from Muscle Mass.
- By Popular DemandEntertainer
Kumi can always find a place to perform, usually through a wrestling exhibition, tavern spectacle, street bout, or dramatic demonstration of strength. In a settlement, she can usually secure modest food and lodging for herself and her companions by performing.
Gear
7 itemsTools
- Performance bellA silver bell inherited from her mother
- Disguise kitA disguise kit for changing her ring persona and traveling identity
Gear
- Professional ring gearReinforced scanty ring top and trunks with chain connectors, designed for mobility and dramatic presentation
- Ring bootsSoft wrestling boots with reinforced soles
- Hand wrapsLeather wraps for hands and wrists
- Entertainer's packA pouch containing costume pins, chalk, makeup, thread, and small stage repairs
Purse
- Belt pouchA belt pouch containing 15 gp
Appearance
Kumi is a powerfully built human woman with broad shoulders, a narrow waist, thick arms, a buxom figure, and a pronounced bubble-shaped lower body. Her sharply defined six-pack is visible beneath very scanty professional ring gear made from reinforced crimson and black leather, with silver chains connecting the top, belt, and hip guards. She has straight dark hair falling past her shoulders, perfectly straight bangs brushing her eyes, and several facial piercings, including a septum ring, lower-lip studs, and an eyebrow hoop. Her hands and forearms are heavily callused, and old scars mark her ribs, knuckles, and left cheek.
Mannerisms
Kumi rolls her shoulders before speaking, taps her silver bell when thinking, and refers to plans as rounds. She points at people with two fingers, smiles just before attempting a grapple, and loudly announces the names of her finishing maneuvers even when nobody asked.
Personality
Kumi is boisterous, perceptive, affectionate, and intensely competitive. She loves a crowd, but she loves earning the trust of a single frightened person even more. Beneath the swagger, she notices every limp, nervous glance, hidden hand, and forced smile. She treats companions as her tag-team partners and enemies as opponents who might become friends after the bell.
Ideals
A fair fight is not necessarily an equal fight. The strong have a duty to give the powerless a chance to stand, and every victory should leave the defeated with a path back up.
Bonds
The old neighborhood ring where Kumi learned to fight is being squeezed by a criminal syndicate. She sends money home whenever she can and intends to reclaim the ring as a safe training hall for local children. She also carries her mother's battered silver performance bell, which she rings before every serious bout.
Flaws
Kumi cannot resist answering an insult, especially if someone questions her courage or calls wrestling fake. She overcommits to dramatic entrances, refuses to retreat while an audience is watching, and sometimes treats a serious negotiation like the opening exchange of a bout.
Quirks
Background
Kumi Sato grew up in a crowded human district where taverns, gambling dens, and improvised fighting rings shared the same alleys. Her mother worked as a singer and rope dancer, while her father repaired carts and settled disputes with his fists. Kumi learned early that a good performance could turn a hostile crowd into a paying audience, and that a carefully timed takedown could end an argument without drawing blood. By adolescence, she was fighting in cellar rings under the name Kumi, a blunt little name that crowds could shout through smoke and spilled ale. She became known for turning chairs, ropes, tankards, and discarded stage props into part of her act, then finishing opponents with spectacular throws and holds.
“Her mother worked as a singer and rope dancer, while her father repaired carts and settled disputes with his fists.”
- Background
- Entertainer
Connections
Species
Human
Media
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