Katt Varga
Katt Varga
Sheet
AC 16 · HP 196 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
40 featuresBonus action
- Bonus Unarmed Strike
When While unarmed or wielding only Pugilist weapons, wearing light or no armor, and not wielding a shield.
She makes a special Unarmed Strike as a bonus action.
- Brace Up
When Bonus action, expend 1 Moxie Point.
She gains temporary hit points equal to 1d8 + 13 + 4.
- One-Two Punch
When Bonus action, expend 1 Moxie Point.
She makes two Unarmed Strikes as a bonus action.
- Stick and Move
When Bonus action, expend 1 Moxie Point.
She makes an Unarmed Strike and then takes the Dash or Disengage action.
- Cunning ActionLevel 2
She can use a bonus action to Dash, Disengage, or Hide.
- Ear for DeceitLevel 3
As a bonus action, she can make a Wisdom (Insight) check contested by a creature’s Charisma (Deception). On a success, she can use Sneak Attack against that creature without advantage for 1 minute, provided no disadvantage applies.
- Eye for DetailLevel 3
She gains proficiency with Investigation. If already proficient, she gains Expertise instead. She can also use a bonus action to make a Wisdom (Perception) check to spot or hear something hidden.
- FisticuffsLevel 1
Her unarmed strikes deal 1d8 damage, she can make an unarmed strike as a bonus action, and simple melee and improvised weapons are Pugilist weapons for her. Improvised weapons count as having Sap mastery for her.
- Dig DeepLevel 4
She can use a bonus action to gain resistance to bludgeoning, piercing, and slashing damage and ignore Exhaustion levels below 6 for 10 minutes. Once per long rest unless she accepts 1 Exhaustion.
Reaction
- Swagger StreakLevel 2
When After failing a qualifying ability check, expend 1 Moxie Point.
She can add 1d8 to a failed Strength, Dexterity, Constitution, or Charisma check.
- Bloodied But UnbowedLevel 2
When damaged, she can use a reaction to regain all expended Moxie Points. If Bloodied, she also gains 52 temporary hit points. Once per short or long rest.
Always on
- Fisticuffs Die
When When dealing damage with an Unarmed Strike or Pugilist weapon.
She rolls 1d8 for Unarmed Strike or Pugilist weapon damage.
- Heavy HitterLevel 3
When When she hits with an Unarmed Strike.
She can Grapple or Shove in addition to dealing damage with a hit Unarmed Strike.
- Compression Lock
When Start of turn while Grappling one or more creatures.
She deals 1d8 + 3 bludgeoning damage to each creature she Grapples at the start of her turn.
- HaymakerLevel 5
When When making an Unarmed Strike or Pugilist weapon attack, expend 1 Moxie Point.
She can make an Unarmed Strike deal maximum damage on a hit.
- School of Hard KnocksLevel 9
When Once per turn when hitting with an Unarmed Strike or Pugilist weapon.
She can add 1d12 damage, maximize the next attack’s damage dice, or provoke enemies to attack her.
- ExpertiseLevel 1
Expertise doubles her proficiency bonus for two proficient skills. Her chosen Expertise skills are Acrobatics and Investigation.
- Sneak AttackLevel 1
She deals an extra 4d6 damage once per turn when she hits with a qualifying finesse or ranged weapon attack while meeting the Sneak Attack conditions.
- Roguish Archetype: InquisitiveLevel 3
She gains proficiency with disguise kits and one musical instrument through her rogue training and entertainer background.
- Ability Score ImprovementLevel 4
Ability Score Improvement, used to increase Dexterity by 2.
- Uncanny DodgeLevel 5
She can halve the damage from an effect that allows a Dexterity saving throw for half damage, taking no damage on a success and half damage on a failure.
- Slippery MindLevel 7
She gains proficiency in Wisdom saving throws.
- Inquisitive: Steady EyeLevel 7
She can add 1d6 to any failed ability check five times per long rest, after seeing the d20 roll but before the outcome is determined.
- Iron ChinLevel 1
While wearing light or no armor and not wielding a shield, her base AC equals 12 plus her Constitution modifier.
- MoxieLevel 2
She has 13 Moxie Points, regained after a short or long rest. She knows Brace Up, One-Two Punch, and Stick and Move.
- Pugilist SubclassLevel 3
She gains the Groundwork Pugilist subclass.
- Extra AttackLevel 5
She can attack twice whenever she takes the Attack action.
- Moxie-Fueled FistsLevel 6
Her Unarmed Strikes and improvised weapon attacks can deal Force damage instead of their normal damage type.
- Down But Not OutLevel 7
When using Bloodied But Unbowed while Bloodied, she can add her Constitution modifier plus Exhaustion levels to Unarmed Strike and Pugilist weapon damage for 1 minute. Once per long rest.
- HerculeanLevel 10
Her Strength score counts as doubled for carrying capacity, her Unarmed Strikes critically hit objects, and her jump distance is doubled.
- Shake It OffLevel 10
At the start of her turn, she can remove one Exhaustion level or end Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Restrained, or Stunned. Once per long rest unless she accepts 1 Exhaustion.
- GroundworkLevel 3
Her Grappled creatures take 1d8 + 3 bludgeoning damage at the start of her turn. She can expend 1 Moxie Point to impose disadvantage on a save or check against her Grapple or Shove DC. When she hits with an Unarmed Strike without using a mastery property, she can Grapple and Shove together.
- Muscle MassLevel 3
She gains Expertise in Acrobatics because she already has proficiency in it.
- Meat ShieldLevel 6
While Grappling a creature, she has Half Cover against attacks from creatures she is not Grappling. When such a creature misses her, she can expend 1 Moxie Point to redirect the attack against a creature she Grapples.
- HeavyweightLevel 11
When using Grapple or Shove, she counts as one size larger and does not spend extra movement moving a creature her size or smaller that she Grapples.
- Ability Score IncreaseHuman+1 to all six ability scores
- SizeHumanMedium
- SpeedHuman30 feet
- LanguagesHumanCommon and one additional language
- By Popular DemandEntertainer
By popular demand, she can always find a place to perform, usually an arena, tavern, festival, or fighting pit. Admirers recognize her reputation and may provide modest lodging, food, or introductions, while fellow performers offer support.
Gear
11 itemsWeapons
- RapierA rapier used for emergencies, formal duels, and dramatic entrances.
- Shortbow and arrowsA shortbow with a quiver containing 20 arrows.
- 2×DaggersTwo daggers concealed in her boots or wrist wraps.
Tools
- Disguise kitA disguise kit for changing personas between matches and investigations.
- Musical instrumentA portable musical instrument, a battered frame drum covered in old arena markings.
Gear
- Burglar’s packA burglar’s pack containing a backpack, ball bearings, string, bell, candles, crowbar, hammer, pitons, hooded lantern, oil, tinderbox, waterskin, and rope.
- Fine clothesA set of fine clothes for public appearances.
- Costume clothesA costume for wrestling performances and stage entrances.
- Belt pouchA pouch containing 15 gp.
- Common clothesA set of common clothes for travel and disguises.
- Entertainer’s keepsakeA belt decorated with a theatrical emblem from her first professional arena.
Appearance
A powerfully built human woman with a broad, athletic frame, pronounced musculature, a sharply defined six-pack, a full and rounded figure, and a distinctive bubble-shaped silhouette. She has straight dark brown hair falling past her eyes, cut with blunt straight bangs. Her face bears several tasteful piercings along one eyebrow, her lower lip, and one nostril. Her ring gear is flamboyant but practical, built around a back-thong silhouette with reinforced panels, bright trim, and chains connecting sections of the outfit. Her hands are wrapped, her knuckles scarred, and her stance carries the confidence of someone who has never stayed down for long.
Mannerisms
She rolls her shoulders before speaking, taps two fingers against her sternum when making a promise, and gives opponents a theatrical bow before trying to put them on the floor. When suspicious, she begins narrating people’s likely motives in the style of a wrestling announcer.
Personality
Bold, observant, and theatrically warm, Katt makes strangers feel like old teammates until they give her a reason not to. She loves dramatic entrances, cheap food after a hard match, and solving mysteries by watching what people do when they think nobody is looking. Beneath her bravado is a disciplined protector who notices every exit, every nervous hand, and every person being ignored.
Ideals
The show must be honest. Strength means protecting the person who cannot fight back, not crushing whoever is weaker.
Bonds
She will return to any arena where a performer is being cheated, threatened, or forced to fight. She also carries a broken brass clasp from her first wrestling outfit, a keepsake from the mentor who taught her that every opponent has a weakness and every audience deserves a fair show.
Flaws
She cannot resist humiliating a bully in public, even when subtlety would serve her better. She also treats every disagreement as a contest she must win, and she sometimes mistakes applause for affection.
Quirks
Background
Katalin “Katt” Varga grew up in a crowded district where tavern musicians, dockhands, and traveling wrestlers all competed for the same few coins. As a human with no inherited title or magical bloodline to open doors for her, she learned to make an entrance herself. First she fought for meals, then she fought for wagers, and eventually she discovered that a crowd loved a well-timed throw almost as much as a song. She trained her voice, her footwork, and her ability to read a room until she became a professional wrestler whose matches were equal parts athletic contest, theater, and improvised violence. Her rogue training began backstage, where locked trunks, rigged ropes, marked cards, and crooked promoters taught her that every spectacle has a hidden mechanism. Katt became an inquisitive investigator of fraud and manipulation, exposing fixed matches and rescuing performers exploited by criminal impresarios. Her greatest victory came when she dismantled the syndicate that had owned her old arena, but the syndicate’s surviving mastermind escaped with the ledger naming every corrupt official who had protected it. Katt now travels from city to city, performing under bright lights while quietly hunting the ledger, protecting vulnerable performers, and proving that a fighter can be clever without becoming cruel.
“As a human with no inherited title or magical bloodline to open doors for her, she learned to make an entrance herself.”
- Background
- Entertainer
Connections
Species
Human
Media
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