Korga Ironwrap
Korga Ironwrap
Sheet
AC 17 · HP 148 · 40 ft.Saving throws
Skills
- AthleticsSTR
- IntimidationCHA
- PerceptionWIS
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
21 featuresAction
- Extra AttackLevel 5
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Bonus action
- Bonus Unarmed Strike
When Bonus Action
You can make an Unarmed Strike as a bonus action while unarmored or wearing light armor and wielding only Pugilist weapons.
- RageLevel 1
You can enter a rage as a bonus action, gaining bonus damage on melee weapon attacks and resistance to bludgeoning, piercing, and slashing damage. You can rage 5 times per long rest, and your rage damage bonus is +3.
Always on
- Moxie-Fueled Fists
When When dealing damage
When you deal damage with an Unarmed Strike or improvised weapon, you can choose force damage instead of the normal damage type.
- School of Hard Knocks
When Once per turn on hit
Once per turn, add 1d12 damage to an Unarmed Strike or Pugilist weapon hit, or forgo the damage to apply Provoke or Endanger.
- Unarmored DefenseLevel 1
While not wearing heavy armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
- Reckless AttackLevel 2
When you make your first attack on your turn, you can choose to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
- Danger SenseLevel 2
You have advantage on Dexterity saving throws against effects you can see, such as traps and spells. To gain this benefit, you cannot be blinded, deafened, or incapacitated.
- Primal PathLevel 3
Choose a primal path. You gain its level 3 features.
- Fast MovementLevel 5
Your walking speed increases by 10 feet while you are not wearing heavy armor.
- Primal Path featureLevel 6
Your rage now drives you to ever greater fury, granting you your subclass's level 6 feature.
- Relentless RageLevel 11
If you drop to 0 hit points while raging and do not die outright, you can make a DC 10 Constitution saving throw to drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5 until you finish a short or long rest.
- Persistent RageLevel 11
Your rage can end early only if you fall unconscious or choose to end it. If you haven't attacked a hostile creature or taken damage since your last turn, the rage still persists.
- Indomitable MightLevel 13
If your total for a Strength check is less than your Strength score, you can use your Strength score in place of the total.
- Brutal CriticalLevel 9
When you score a critical hit with a melee attack, you roll one additional weapon damage die.
- Primal Path featureLevel 10
Your intimidation and battlefield presence are magnified by your primal power, and your subclass's level 10 feature becomes available.
- TraitOrcDarkvision
- TraitOrcAdrenaline Rush
- TraitOrcPowerful Build
- TraitOrcMenacing
- WandererOutlander
You have an excellent memory for maps and geography, and can always find food and fresh water for yourself and up to five others provided the land offers berries, small game, water, and so forth.
Gear
9 itemsWeapons
- GreataxeA heavy melee weapon kept more for ritual and insurance than daily use.
- 2×HandaxeBalanced throwing axes, chipped from hard use and repaired often.
- 4×JavelinJavelins for hunting, training, or sending a warning at long range.
Gear
- Explorer's PackA sturdy travel pack with bedroll, mess kit, tinderbox, torches, rations, and rope.
- Hand WrapsA set of battered hand wraps and boxing tape, treated as personal gear and a keepsake from the fight circuit.
- Street ClothesModern worn athletic clothes, including a sleeveless hoodie and reinforced training shorts.
- Hunting TrapA hunting trap from life on the road, carried as practical outlander gear.
- TrophyA trophy from a kill or hard-earned hunt, kept as a reminder of where she came from.
Purse
- 10×Gold PiecesA pouch of coins from early travels.
Appearance
A towering female orc with moss-green skin, a shaved undercut, and a broad fighter's build wrapped in modern streetwear, taped hands, and worn athletic sneakers. Her knuckles are scarred, her forearms are corded with muscle, and her expression is usually a calm, almost gentle smile that makes her look far less dangerous than she is. She carries herself like a seasoned prizefighter, loose-shouldered and ready to explode into motion.
Mannerisms
She speaks softly until anger or excitement cracks through, then her voice becomes a low, confident rumble. Before a fight she rolls her shoulders, taps her knuckles together twice, and smiles as if greeting an old friend. When thinking, she paces in a loose fighter's rhythm, like she is always one beat away from a combination.
Personality
Korga is calm, warm, and almost maternal until someone tries to bully the weak, at which point her temper becomes immediate and surgical. She likes honest work, good food, and people who can laugh after taking a hard fall. She is surprisingly patient with children, strays, and frightened strangers, but deeply impatient with cowardice dressed up as authority.
Ideals
Dignity. Power means nothing unless it can protect the helpless and give the forgotten a chance to stand tall.
Bonds
She keeps a frayed championship hand wrap from her first real victory, and she will cross any distance to recover it if it is ever stolen or lost. She also feels responsible for the people who used to bet on her to survive, especially the poor kids and washed-up fighters who believed she could make it out.
Flaws
She hates being treated like a weapon to be pointed at people, but she can be baited by anyone who questions her strength. In a fight she sometimes takes one hit too many just to prove she can, and in quiet moments she struggles to trust kindness that does not ask for anything back.
Quirks
Background
Korga was born far from any city, in hard country where survival meant learning to run, wrestle, and endure before she learned to speak in full sentences. Her people expected her to be a spear in the warband, but Korga discovered early that she preferred the ring of fists and the roar of a crowd to the smell of conquest. She learned the sweet science in back rooms, warehouse basements, and bare-knuckle clubs where every win bought dinner, rent, and another chance to keep her freedom. When she hit harder than anyone expected, and kept getting back up when she should have stayed down, the rumors began. Ten years of fighting made her a legend in one city circuit, then a problem, then a wanted woman, then an adventurer with nothing left to lose but her gloves. Now she roams from town to town with taped hands, a duffel bag, and the stubborn belief that strength should protect people instead of crushing them. She still gets restless if she stays in one place too long, and the open road feels safer to her than a room full of admirers. She boxes like a storm, thinks like a brawler, and treats every obstacle as something to crowd, clinch, and break with sheer willpower.
“When she hit harder than anyone expected, and kept getting back up when she should have stayed down, the rumors began.”
- Background
- Outlander
Connections
Species
Orc
Media
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