Nara Guri
Nara Guri
Sheet
AC 17 · HP 183 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingDEX
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationSTR
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionWIS
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
45 featuresAction
- Extra AttackLevel 5
You can attack twice, instead of once, whenever you take the Attack action.
Bonus action
- One-Two Punch
When Bonus Action, spend 1 Moxie Point
Make two Unarmed Strikes as a Bonus Action by spending 1 Moxie Point.
- Stick and Move
When Bonus Action, spend 1 Moxie Point
As a Bonus Action, spend 1 Moxie Point to make an Unarmed Strike and then Dash or Disengage.
- Brace Up
When Bonus Action, spend 1 Moxie Point
As a Bonus Action, spend 1 Moxie Point to gain 1d10 plus 18 Temporary Hit Points for 10 minutes.
- FisticuffsLevel 1
You can make a Bonus Action Unarmed Strike while unarmed or wielding only Pugilist weapons. Your Fisticuffs die is 1d10. You can use the mastery properties of improvised weapons, and all improvised weapons count as having Sap mastery for you.
- Dig DeepLevel 4
As a Bonus Action, you can gain resistance to Bludgeoning, Piercing, and Slashing damage and ignore Exhaustion levels less than 6 for 10 minutes. Once used, it requires a Long Rest unless you gain 1 Exhaustion level to restore it.
- Cunning ActionLevel 2
You can take the Dash, Disengage, or Hide action as a Bonus Action.
- Eye for DetailLevel 3
You can take a Bonus Action to make a Wisdom (Perception) check to find a hidden creature or object, or an Intelligence (Investigation) check to find or decipher clues.
- Insightful FightingLevel 3
As a Bonus Action, you can make a Wisdom (Insight) check contested by a creature's Charisma (Deception). On a success, you can use Sneak Attack against that creature without Advantage for 1 minute, provided no Disadvantage applies.
Reaction
- Bloodied But UnbowedLevel 2
When you take damage, you can use a Reaction to regain all expended Moxie Points. If Bloodied, you also gain 52 Temporary Hit Points. Once used, this feature requires a Short or Long Rest.
- Meat ShieldLevel 6
While Grappling a creature, you gain Half Cover against attacks from creatures you are not Grappling. When a creature you are not Grappling misses you, you can spend 1 Moxie Point as a Reaction to make it reroll the attack against a creature you are Grappling.
- Uncanny DodgeLevel 5
You can use your Reaction to halve the damage from one attack that hits you.
Always on
- Heavy HitterLevel 3
When Hit with an Unarmed Strike
On a hit with an Unarmed Strike, deal damage and Grapple or Shove the target. With Groundwork, an eligible hit can Grapple and Shove together.
- Sneak AttackLevel 1
When Hit with a qualifying attack
Apply 4d6 Sneak Attack damage once per turn when the attack qualifies.
- Corner Crush
When Hit a Grappled creature
Use an Unarmed Strike to knock an opponent prone, then maintain the hold while using the opponent as partial cover.
- Iron ChinLevel 1
While wearing Light or no armor and wielding no Shield, your base Armor Class equals 12 plus your Constitution modifier.
- MoxieLevel 2
You have 13 Moxie Points, regained when you finish a Short or Long Rest. You know Brace Up, One-Two Punch, and Stick and Move.
- Swagger StreakLevel 2
When you fail a Strength, Dexterity, Constitution, or Charisma check, you can expend 1 Moxie Point to add 1d10 to the check. If it still fails, the point is regained, and the feature cannot be used again until a Short or Long Rest.
- Pugilist SubclassLevel 3
You gain the Groundwork subclass and its features.
- Ability Score ImprovementLevel 4
You can choose the Ability Score Improvement feat or another feat for which you qualify.
- HaymakerLevel 5
When you attack with an Unarmed Strike or Pugilist weapon, you can expend 1 Moxie Point. On a hit, the attack deals maximum damage and the point is regained.
- Moxie-Fueled FistsLevel 6
Your Unarmed Strikes and improvised weapon attacks can deal Force damage instead of their normal damage type.
- Down But Not OutLevel 7
After using Bloodied But Unbowed while Bloodied, you can add 5 plus your Exhaustion level to Unarmed Strike and Pugilist weapon damage for 1 minute. Once used, this requires a Long Rest.
- School of Hard KnocksLevel 9
Once per turn, you can deal an extra 1d12 damage with an Unarmed Strike or Pugilist weapon attack, or forgo it to cause the next hit against the target to deal maximum damage or give the target Disadvantage attacking creatures other than you.
- HerculeanLevel 10
Your Strength score counts as doubled for 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, this requires a Long Rest unless you gain 1 Exhaustion level to restore it.
- Dig DeeperLevel 13
For 1 minute, you gain all Dig Deep benefits and can use School of Hard Knocks twice per turn. At level 20, you can use this feature twice per Long Rest.
- 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 and must use the new roll.
- 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, this requires a Long Rest.
- GroundworkLevel 3
You gain Expertise in Athletics. When you start your turn Grappling one or more creatures, you can deal 1d10 plus 3 Bludgeoning damage to each. You can spend 1 Moxie Point to give a creature Disadvantage on a save or check against your grapple or shove DC. When you hit with an Unarmed Strike without using a mastery property, you can Grapple and Shove with the same attack.
- Muscle MassLevel 3
You gain Expertise in Athletics.
- HeavyweightLevel 11
You count as one size larger for Grapple and Shove options. You do not spend extra movement to move a Grappled creature your size or smaller.
- ExpertiseLevel 1
You gain Expertise in two skills of your choice, one of which is Perception and one of which is Stealth.
- Thieves' CantLevel 1
You learn Thieves' Cant and one other language.
- Roguish ArchetypeLevel 3
You gain the Inquisitive rogue subclass.
- Ear for DeceitLevel 3
You gain Advantage on Wisdom (Insight) checks to determine whether a creature is lying, and treat a d20 roll of 7 or lower as an 8 for those checks.
- EvasionLevel 7
When you make a Dexterity saving throw against an effect that allows half damage on a success, you take no damage on a success and half damage on a failure.
- Rogue Ability Score ImprovementLevel 4
You gain the Ability Score Improvement feat or another feat for which you qualify.
- Pugilist Ability Score ImprovementsLevel 4
You gain the Tavern Brawler feat, the Grappler feat, the Mobile feat, and increase your Constitution by 2 through your available Ability Score Improvements.
- TraitHumanAbility scores increased by 1 in Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma under the classic 2014 Human rules.
- TraitHumanMedium size.
- TraitHumanWalking speed of 30 feet.
- TraitHumanOne additional language, Georgian.
- TraitHumanOne additional skill proficiency, Insight.
- By Popular DemandEntertainer
Crowds recognize her as a professional wrestler and performer. She can usually find food, lodging, and modest work in settlements where people appreciate spectacle, especially at taverns, arenas, fairs, and fighting halls.
Gear
9 itemsTools
- Hand drumA small hand drum used to announce matches and keep performance rhythm.
- Disguise kitA disguise kit for changing her appearance between bouts and investigations.
- Thieves' toolsThieves' tools inherited from a retired stagehand who taught her to spot rigged locks and hidden compartments.
Gear
- Chained ring gearScanty professional ring gear reinforced with decorative chains, suitable for an unarmored pugilist.
- Performer’s beltA leather belt with loops for chalk, wraps, keys, and small tools.
- 2×Hand wrapsCloth hand and wrist wraps used for training and matches.
- Burglar’s packA burglar’s pack containing a backpack, 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days of rations, tinderbox, and waterskin.
- Keepsake ring canvasA signed scrap of canvas from the fighting hall where she exposed the match-fixing ring.
Purse
- Coin pouchMoney earned from performances and investigations.
Appearance
A powerfully built human woman with broad shoulders, massive arms, a sharply defined six-pack, a buxom frame, and a pronounced bubble-shaped posterior. She wears very scanty professional ring gear reinforced with decorative chains connecting the separate pieces, leaving her arms, legs, midriff, and much of her back exposed. Her straight dark hair falls past her eyes beneath perfectly straight bangs. Several small metal piercings decorate her brow, nose, lower lip, and ears. Her hands and forearms show old scars from tavern brawls, broken tables, and years of wrestling holds.
Mannerisms
She rolls her shoulders before speaking, taps two fingers against her wrist as if checking an invisible bell time, and addresses strangers as though announcing them to an arena crowd. When suspicious, she squints through her bangs and quietly counts exits.
Personality
Nara is exuberant, observant, and relentlessly theatrical. She loves crowds, applause, dramatic entrances, and the honest clarity of a physical contest. Away from the ring she is surprisingly patient with frightened people and children, but she studies everyone with a detective's focus, noting scars, accents, nervous habits, and who looks at the exits.
Ideals
A fair fight is not necessarily an equal fight. The strong have a duty to give the powerless a chance to stand, and anyone who rigs the contest deserves to be brought down in front of everyone.
Bonds
The wrestlers, acrobats, and stagehands who stood beside her during the promoter's scandal are her chosen family. She sends part of every purse to keep their old fighting hall open and will cross a kingdom to protect anyone who performs there.
Flaws
She cannot resist answering an insult, especially if an audience is present. She treats every disagreement as a contest and often escalates harmless arguments into public challenges. Deep down, she fears becoming irrelevant more than she fears injury, so she sometimes accepts dangerous fights simply because people are watching.
Quirks
Background
Nara Guri grew up in a crowded human river district where taverns, betting dens, and traveling shows provided most of the neighborhood's entertainment. She learned early that a quick tongue could start a fight, but a quick grip could finish one. By sixteen, she was performing staged bouts under lantern light, turning thrown mugs, chair legs, ropes, and even dropped cookware into part of the act. The crowds came for the spectacle, then stayed because Nara's matches were never entirely pretend. Her ring persona became famous for surviving impossible beatings and winning with a sudden throw, choke, or brutal body slam. Her career changed when a promoter began fixing matches and using indebted performers as disposable muscle. Nara exposed the scheme during a packed championship bout, defeating three hired enforcers without drawing a weapon and tossing the promoter through his own announcer's table. The victory made her a local hero, but it also forced her onto the road. She now travels from city to city as a wrestler, investigator, and occasional problem solver, taking cases involving missing performers, rigged contests, blackmail, and people who hide behind money or reputation. Her inquisitive mind notices the small details that audiences miss, while her pugilist training lets her make the entire room part of the fight.
“She learned early that a quick tongue could start a fight, but a quick grip could finish one.”
- Background
- Entertainer
Connections
Species
Human
Media
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