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Vorka - AI-generated fantasy Character

Vorka

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

Vorka

Vorka is flamboyant, fearless, and intensely warm toward underdogs.
AC17
HP211/211
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 17 · HP 211 · 30 ft.
AlignmentChaotic GoodGenderFemaleAge32 years
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureWIS
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

All armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Improvised weapons as Pugilist weapons

Tools

Disguise kit,
One musical instrument, hand drum

Languages

Common

Features

42 features

Bonus action

  • Bonus Unarmed Strike

    When After taking the Attack action or when otherwise able to use a Bonus Action

    Vorka makes an Unarmed Strike as a Bonus Action and can choose Grapple or Shove after dealing damage.

  • One-Two Punch

    When On Vorka's turn

    Vorka spends 1 Moxie Point to make two Unarmed Strikes as a Bonus Action.

  • Stick and Move

    When On Vorka's turn

    Vorka spends 1 Moxie Point to make an Unarmed Strike and then Dash or Disengage.

  • Brace Up

    When On Vorka's turn

    Vorka spends 1 Moxie Point to gain 1d8 plus 13 Temporary Hit Points for 10 minutes.

  • FisticuffsLevel 1

    Vorka can make a Bonus Action Unarmed Strike while unarmed or wielding only simple melee or improvised weapons, use a d8 Fisticuffs die, and apply Sap mastery to improvised weapons. She must wear light or no armor and wield no shield.

  • Second WindLevel 1

    Vorka can use Second Wind as a Bonus Action to regain 1d10 plus 7 Hit Points. She has two uses, regained on a Short or Long Rest.

Reaction

  • Unbreakable Reroll

    When After failing a qualifying saving throw

    Vorka spends 1 Moxie Point to reroll a failed Strength, Dexterity, or Constitution saving throw.

  • Bloodied But UnbowedLevel 2

    When damaged, Vorka 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

  • Stop and DropLevel 3

    When After hitting with an Unarmed Strike

    Vorka uses a signature wrestling throw, combining a shove and grapple after hitting with an Unarmed Strike.

  • Iron ChinLevel 1

    While wearing light or no armor and wielding no shield, Vorka's base Armor Class is 12 plus her Constitution modifier.

  • MoxieLevel 2

    Vorka has 13 Moxie Points, regained after a Short or Long Rest. She knows Brace Up, One-Two Punch, and Stick and Move.

  • Swagger StreakLevel 2

    When Vorka fails a Strength, Dexterity, Constitution, or Charisma check, she can spend 1 Moxie Point to add 1d8. If she still fails, the point is regained, and the feature cannot be used again until a Short or Long Rest.

  • Heavy HitterLevel 3

    When Vorka hits with an Unarmed Strike, she can deal its damage and also choose the Grapple or Shove option.

  • Pugilist SubclassLevel 3

    Vorka gains the Groundwork Pugilist subclass.

  • Muscle MassLevel 3

    Vorka gains Expertise in Athletics.

  • Ability Score ImprovementLevel 4

    Vorka gains an Ability Score Improvement, increasing Strength by 2.

  • Dig DeepLevel 4

    Once per Long Rest, Vorka can gain resistance to bludgeoning, piercing, and slashing damage and ignore Exhaustion levels below 6 for 10 minutes. She can restore the use by taking 1 Exhaustion level.

  • Extra AttackLevel 5

    Vorka attacks twice whenever she takes the Attack action.

  • HaymakerLevel 5

    When attacking with an Unarmed Strike or Pugilist weapon, Vorka can spend 1 Moxie Point. On a hit, the point is regained and the attack deals maximum damage.

  • Moxie-Fueled FistsLevel 6

    Vorka's Unarmed Strikes and improvised weapon attacks can deal Force damage instead of their normal damage type.

  • Ability Score ImprovementLevel 6

    Vorka gains an Ability Score Improvement, increasing Dexterity by 2.

  • Remarkable AthleteLevel 7

    Vorka gains Advantage on Athletics checks involving jumping, climbing, swimming, or lifting, and can add half her proficiency bonus to Strength, Dexterity, and Constitution checks that do not already include proficiency.

  • PugnaciousLevel 7

    When Vorka rolls Initiative, she can remove one Exhaustion level and regain the uses of Down But Not Out, Dig Deep, and Shake It Off. Once per Long Rest.

  • Improved CriticalLevel 7

    Vorka scores a critical hit with Unarmed Strikes on a roll of 19 or 20.

  • Ability Score ImprovementLevel 8

    Vorka gains an Ability Score Improvement, increasing Constitution by 2.

  • School of Hard KnocksLevel 9

    Once per turn, Vorka can deal an extra 1d12 damage with an Unarmed Strike or Pugilist weapon attack, or forgo it to impose Endanger or Provoke.

  • HerculeanLevel 10

    Vorka's Strength counts as doubled for carrying capacity, her Unarmed Strikes automatically critically hit objects, and her jump distance is doubled.

  • Shake It OffLevel 10

    Once per Long Rest, Vorka can remove one Exhaustion level or end Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Restrained, or Stunned at the start of her turn. She can restore the use by taking 1 Exhaustion level.

  • Ability Score ImprovementLevel 12

    Vorka gains an Ability Score Improvement, increasing Strength by 2.

  • Dig DeeperLevel 13

    For 1 minute, Vorka gains the benefits of Dig Deep and can use School of Hard Knocks twice per turn. Once per Long Rest.

  • UnbreakableLevel 14

    Vorka gains Advantage on Strength, Dexterity, and Constitution saving throws. She can spend 1 Moxie Point to reroll a failed saving throw.

  • Compression LockLevel 3

    When Vorka starts her turn grappling one or more creatures, she deals 1d8 plus 5 bludgeoning damage to each grappled creature without an action.

  • InescapableLevel 3

    When a creature makes a saving throw or ability check against Vorka's grapple or shove DC, she can spend 1 Moxie Point to impose Disadvantage.

  • Meat ShieldLevel 6

    While grappling a creature, Vorka gains Half Cover against attacks from creatures she is not grappling. When such a creature misses her, she can spend 1 Moxie Point and use her Reaction to redirect the attack against her grappled creature.

  • HeavyweightLevel 11

    Vorka counts as one size larger when grappling or shoving, and moving a grappled creature of her size or smaller does not cost extra movement.

  • Action SurgeLevel 2

    Vorka can take one additional action on her turn. She has two uses, regained on a Short or Long Rest.

  • Fighter TrainingLevel 1

    Vorka gains proficiency with all armor, shields, simple weapons, and martial weapons, although she chooses to fight without weapons.

  • Ability Score IncreaseHuman+1 to all six ability scores
  • SizeHumanMedium
  • SpeedHuman30 feet
  • TraitHumanOne additional language of the player's choice, represented here as Common only because no additional language was specified
  • By Popular DemandEntertainer

    Vorka can always find a place to perform, usually by staging a wrestling exhibition, telling exaggerated fight stories, or challenging a local tough to a friendly bout. She can often secure modest food, lodging, or assistance from admirers and fellow performers.

Gear

6 items

Tools

  • Hand drum
    A small hand drum used for entrances, rhythmic chants, and dramatic announcements.

Gear

  • Vorka wrestling gear
    Custom crimson, black, and gold wrestling gear reinforced for adventuring and emblazoned with Vorka's name.
  • Championship belt
    A championship belt used as a symbol of authority and a keepsake from her arena career.
  • Entertainer's costume
    A disguise for performances and covert arena work.
  • Burglar's pack
    A pack containing bedroll, mess kit, tinderbox, ten torches, ten days of rations, waterskin, and fifty feet of hempen rope.

Purse

  • Coin pouch
    A pouch containing the modest starting wealth of an entertainer.

Appearance

Vorka is a towering, powerfully built human woman with a buxom physique, broad shoulders, massive arms, a pronounced bubble-shaped posterior, and sharply defined six-pack abs. Her sun-browned skin is marked with old bruises, pale scars, and colorful championship tattoos. She wears custom wrestling gear in deep crimson, black, and gold, decorated with angular rune-like patterns that form a stylized roaring mouth across her chest and the name VORKA across her belt and trunks. Her long dark hair is braided with brass rings, and her confident grin reveals one chipped tooth.

Mannerisms

Vorka rolls her shoulders before speaking, taps two fingers against her championship belt when thinking, and announces her own finishing moves in a booming theatrical voice. She bows to every crowd, even hostile ones.

Personality

Vorka is flamboyant, fearless, and intensely warm toward underdogs. She treats every battle as both a contest and a performance, encouraging allies with booming praise and intimidating enemies with exaggerated announcements. Beneath the bravado is a disciplined athlete who studies footwork, posture, and breathing with near-religious focus.

Ideals

The fight is not over until someone chooses to stay down. Courage, showmanship, and protecting the powerless matter more than victory alone.

Bonds

The old wrestling ring where Vorka learned her craft is now threatened by a criminal syndicate. She will risk anything to protect it and the young fighters who train there.

Flaws

Vorka cannot resist answering an insult, especially if an audience is present. She has a dangerous habit of escalating every disagreement into a public challenge, and she often mistakes confidence for invulnerability.

Quirks

She names every successful grapple as though it were a championship finisher.
She collects broken chair legs and tavern signs as souvenirs of memorable matches.
She refuses to enter a room quietly if there is an audience.
She gives opponents a respectful bow immediately before throwing them.

Background

Vorka was born in a crowded human river district where taverns, fighting pits, and traveling carnivals competed for every copper. Her first stage was a sawdust ring behind a gambling hall, where she learned that a good performance needed more than strength. It needed timing, spectacle, a dramatic entrance, and the courage to stay standing when the crowd had already decided you would fall. She became famous for turning chairs, tankards, ropes, and even serving trays into harmless-looking tools of humiliation, while her bare fists settled the serious arguments. A veteran arena champion named Old Marra recognized that Vorka possessed unusual discipline beneath her swagger. Marra taught her the Groundwork style, a brutal but controlled school of grapples, throws, locks, and crushing holds. Vorka eventually left the circuit after discovering that several wealthy promoters were fixing matches and using desperate fighters as disposable entertainment. She now travels from town to town as a professional wrestler, adventurer, and self-appointed protector of performers. Every match is a spectacle, but every victory is also a message that strength belongs to the person who chooses how to use it.

“Her first stage was a sawdust ring behind a gambling hall, where she learned that a good performance needed more than strength.”
From their backstory
Background
Entertainer

Connections

Species

Human

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