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Grakka Ironjaw - AI-generated fantasy Character

Grakka Ironjaw

Orc · Barbarian (Champion Fighter 3 / Sweet Science Pugilist) · Level 13 · Outlander

Grakka Ironjaw

Warmhearted, stubborn, and fiercely protective, Grakka treats every room like a place that might need defending.
AC16
HP122/122
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 122 · 30 ft.
AlignmentChaotic GoodGenderFemaleAge29
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • IntimidationCHA
  • PerceptionWIS
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons,
Improvised weapons

Tools

Gaming set,
One musical instrument

Languages

Common,
Orc

Features

26 features

Action

  • Extra AttackLevel 5

    You can attack twice instead of once when you take the Attack action.

Bonus action

  • FisticuffsLevel 1

    Your unarmed strikes and simple melee or improvised weapons are your signature tools. While unarmored, you can make an unarmed strike as a bonus action, your unarmed strikes and pugilist weapons use a larger damage die, and improvised weapons count as having the Sap property for you.

  • Dig DeepLevel 4

    As a bonus action, you dig deep for 10 minutes, gaining resistance to bludgeoning, piercing, and slashing damage and ignoring exhaustion below level 6. You can use this once per long rest, or take 1 exhaustion to restore it.

  • Second WindLevel 1

    Once per short rest, you can use a bonus action to regain hit points equal to 1d10 plus your fighter level.

Reaction

  • Bloodied But UnbowedLevel 2

    When you take damage, you can use your reaction to regain all expended Moxie Points. If you are bloodied, you also gain temporary hit points equal to four times your pugilist level. This can be used once per short or long rest.

Always on

  • Iron ChinLevel 1

    While wearing light or no armor and not using a shield, your Armor Class equals 12 plus your Constitution modifier.

  • MoxieLevel 2

    You gain Moxie Points, which refresh on a short or long rest, and learn Brace Up, One-Two Punch, and Stick and Move.

  • Swagger StreakLevel 2

    When you fail a Strength, Dexterity, Constitution, or Charisma check, you can spend a Moxie Point to roll your Fisticuffs die and add it to the check, potentially turning failure into success. If the check still fails, you regain the point.

  • Heavy HitterLevel 3

    You can apply damage and choose to grapple or shove when you hit with an unarmed strike.

  • Pugilist SubclassLevel 3

    Choose a pugilist subclass. For this character, the fighter-inspired sweet science path emphasizes disciplined footwork, punishing combinations, and ring control.

  • Ability Score ImprovementLevel 4

    You gain another feat, ability score improvement, or similar advancement as granted by the class.

  • HaymakerLevel 5

    When you make an unarmed strike or attack with a pugilist weapon, you can spend 1 Moxie Point to deal maximum damage on a hit and regain the point.

  • 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

    When you use Bloodied But Unbowed while bloodied, you add your Constitution modifier plus your exhaustion level to unarmed strike and pugilist weapon damage for 1 minute. Usable once per long rest.

  • Ability Score ImprovementLevel 8

    You gain another ability score improvement or feat.

  • School of Hard KnocksLevel 9

    Once per turn, you deal extra damage with an unarmed strike or pugilist weapon, or you may instead cause a foe to become easier to punish or less willing to ignore you.

  • HerculeanLevel 10

    Your carrying capacity is doubled for Strength purposes, your unarmed strikes can critically hit objects, and your jump distance is doubled.

  • Fighter TrainingLevel 1

    You gain a Fighting Style, Second Wind, Action Surge, and Champion features from fighter training. Her style favors close-range pressure and relentless conditioning.

  • Action SurgeLevel 2

    You can take one additional action on your turn once per short rest.

  • Improved CriticalLevel 3

    Your weapon attacks score critical hits on a roll of 19 or 20.

  • TraitOrcDarkvision
  • TraitOrcAggressive
  • TraitOrcPowerful Build
  • TraitOrcPrimal Intuition
  • TraitOrcMenacing
  • WandererOutlander

    You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and the likely direction to civilization.

Gear

6 items

Weapons

  • Club
    A simple club, kept more as a reminder of where she came from than as a serious weapon.
  • Handaxe
    A handaxe, carried as utility gear.

Tools

  • Gaming Set
    A gaming set chosen for the class tool proficiency.

Gear

  • Dungeoneer's Pack
    A dungeoneer's pack containing adventuring essentials.
  • Modern Training Wear
    A pair of taped fists, hand wraps, and modern street-training clothes tailored for mobility and striking power.

Purse

  • 31×
    Gold Pieces
    Starting gold from class equipment.

Appearance

A towering female orc with braided black hair, a crooked but proud jaw, scarred knuckles, and dense, fighter-honed muscle. She dresses in practical modern streetwear, a sleeveless hooded sweatshirt, reinforced training pants, taped hands, and scuffed sneakers, all tailored to leave her shoulders and fists free. Her grin is warm, but her stare is the kind that makes alleyway bullies suddenly reconsider their choices.

Mannerisms

She cracks her knuckles before difficult conversations, keeps a fighter's stance even while waiting in line, and speaks softly until she decides someone needs the full force of her voice. When amused, she smiles with one canine slightly visible, as if trying not to laugh too loudly and fail at being intimidating.

Personality

Warmhearted, stubborn, and fiercely protective, Grakka treats every room like a place that might need defending. She is cheerful in a blunt, practical way, loves food, trains constantly, and respects courage far more than pedigree. She never wastes words when a stance, a look, or a punch will do the talking.

Ideals

Dignity should be earned, not granted by rank, money, or birth. Strength exists to protect people who cannot protect themselves.

Bonds

She sends money, medicine, and food back to the people from her old neighborhood who once hid her when trouble came looking. If one of them asks for help, she answers immediately, no matter the cost.

Flaws

She hates being pitied and can turn any offer of help into a contest of pride. If challenged in front of a crowd, she may choose the harder fight simply to prove she can win it.

Quirks

Counts her victories by the number of breaths it took to end the fight.
Always loosens her shoulders before entering a room, even a peaceful one.
Refuses to wear anything that restricts her elbows.
Tips imaginary referees after a clean hit.

Background

Grakka Ironjaw was born far from any respectable city, in a hard-edged district where the only lessons that lasted were the ones taught by hunger, bruises, and survival. She was the sort of orc children whispered about when they thought no adults were listening, the one who could split a streetlamp with a single punch and then apologize if the shock made someone drop their groceries. By the time she was old enough to earn her own meals, she had already learned that strength meant little unless it could protect the people who had none. That belief carried her from rough labor to back-alley bouts, where she discovered the sweet science of turning every step, feint, and breath into a weapon. Her fists became her trade, her shield, and her way of speaking when the world was too loud for words.

“Her fists became her trade, her shield, and her way of speaking when the world was too loud for words.”
From their backstory
Background
Outlander

Connections

Species

Orc

Media

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