Brakka Ironjaw
Brakka Ironjaw
Sheet
AC 16 · HP 134 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- IntimidationCHA
- PerceptionWIS
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
28 featuresAction
- Extra AttackLevel 5
You can attack twice instead of once whenever you take the Attack action on your turn.
Bonus action
- One-Two Punch
When Bonus Action
Spend 1 Moxie Point to make two unarmed strikes as a bonus action.
- Second WindLevel 1
Once per short or long rest, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
- FisticuffsLevel 1
Your years of fighting in back alleys and taverns have given you mastery over combat styles that use unarmed strikes and pugilist weapons. While you are unarmed or wielding only pugilist weapons, and wearing light or no armor and not wielding a shield, you can make an unarmed strike as a bonus action, your unarmed strikes and pugilist weapons deal 1d8 damage, and improvised weapons count as having the Sap mastery property for you.
- Dig DeepLevel 4
As a bonus action, you can dig deep for 10 minutes. While active, you have resistance to bludgeoning, piercing, and slashing damage and ignore exhaustion levels below 6. You can use this once per long rest, or restore it by gaining 1 exhaustion level.
- Action SurgeLevel 2
Once per short or long rest, you can use a bonus action to enter a surge of battle focus, making one additional action on your turn.
- TraitOrcAggressive, as a bonus action you can move toward a hostile creature you can see, up to your speed.
Reaction
- Bloodied But UnbowedLevel 2
When you take damage, you can use your reaction to regain all expended Moxie Points. If you are bloodied when you do so, 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
- Brace Up
When Bonus Action
Spend 1 Moxie Point to gain temporary hit points equal to a Fisticuffs die roll plus your Pugilist level and Constitution modifier.
- Stick and Move
When Bonus Action
Spend 1 Moxie Point to make an unarmed strike and take the Dash or Disengage action.
- Fighter InitiateLevel 1
You gain proficiency with all simple weapons and martial weapons, and you learn one Fighting Style of your choice. You also gain the ability to use Second Wind.
- Iron ChinLevel 1
While you are wearing light or no armor and not wielding a shield, your base Armor Class equals 12 plus your Constitution modifier.
- MoxieLevel 2
You can spend Moxie Points to Brace Up, One-Two Punch, or Stick and Move. Moxie Points return on a short or long rest.
- Swagger StreakLevel 2
When you fail a Strength, Dexterity, Constitution, or Charisma check, you can expend 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 spent point and cannot use this feature again until you finish a short or long rest.
- Heavy HitterLevel 3
When you hit a creature with an unarmed strike, you can apply both damage and your choice of the Grapple or Shove option.
- Pugilist SubclassLevel 3
You gain the Champion martial archetype.
- Ability Score ImprovementLevel 4
You gain the Ability Score Improvement feat or another feat for which you qualify.
- HaymakerLevel 5
When you make an attack with an unarmed strike or pugilist weapon, you can expend 1 Moxie Point. On a hit, you regain the point and deal maximum damage with that attack.
- Moxie-Fueled FistsLevel 6
Whenever you deal damage with your unarmed strike or an attack with an improvised weapon, you can choose force damage or the 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 the damage of your unarmed strikes and pugilist weapons for 1 minute. Once used, you cannot use this feature again until you finish a long rest.
- Ability Score ImprovementLevel 8
You gain another Ability Score Improvement feat or eligible feat.
- School of Hard KnocksLevel 9
Once per turn, you can deal an extra 1d12 damage when you hit with an unarmed strike or pugilist weapon. You can forgo this damage to either set up an attack so the next hit against that creature deals maximum damage dice, or impose disadvantage on attack rolls against creatures other than you until the end of your next turn.
- HerculeanLevel 10
Your Strength score is doubled when determining carrying capacity, your unarmed strike can critically hit objects, and your jump distance is doubled.
- Improved CriticalLevel 3
You gain the Champion feature Improved Critical. Your weapon attacks score a critical hit on a roll of 19 or 20.
- TraitOrcDarkvision, 60 ft.
- TraitOrcPowerful Build, you count as one size larger when determining carrying capacity and the weight you can push, drag, or lift.
- TraitOrcRelentless Endurance, when reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead once per long rest.
- WandererOutlander
You have an excellent memory for maps and geography, and you can always find food and fresh water for yourself and up to five others, provided the land offers any at all.
Gear
6 itemsTools
- Gaming set, diceA battered set of dice kept for luck, betting, and quiet focus.
Gear
- Athletic streetwearModern street clothes and layered fight gear, built for mobility and protection.
- 2×Hand wrapsWrapped and taped hands, worn into a ritualized fighting kit.
- Fight duffelA heavy duffel bag containing spare clothing, toiletries, tape, water, and recovery snacks.
- Outlander travel kitA bedroll, mess kit, tinderbox, rations, waterskin, and 10 feet of rope, packed for life on the road.
Purse
- 31×Gold piecesCoin saved from fight purses and odd jobs.
Appearance
A towering female orc with broad shoulders, corded green-gray muscle, and a fighter's posture honed by years of bare-knuckle bouts. Her hands are scarred and knotted like old rope, her knuckles taped and callused, and she favors practical modern streetwear, a sleeveless hoodie, reinforced gloves, cargo joggers, and heavy boots. She carries herself with the calm confidence of someone who has already been hit harder than most people can hit back.
Mannerisms
She cracks her neck before speaking, rolls her shoulders when thinking, and keeps her hands open until a fight is certain. When amused, she smiles with one fang visible and taps her taped knuckles against whatever surface is nearest, like a metronome counting down to trouble.
Personality
Brakka is warm, blunt, and impossible to intimidate. She speaks plainly, laughs loudly, and treats nearly every problem as something that can be solved with patience, good footwork, and one more round. She hates bullies, admires discipline, and has a surprising tenderness for the weak, the hungry, and anyone trying to learn how to stand back up.
Ideals
Strength means little unless it is used to protect someone smaller. A good fight should prove character, not cruelty, and the strongest person in the room should be the one who can absorb pain without passing it on.
Bonds
She sends part of every payday to the struggling neighborhood gym that taught her how to fight without hating herself. If one of her people is threatened, she becomes relentless, because she knows what it means to be treated like a monster before anyone learns your name.
Flaws
She cannot resist a challenge if someone tries to shame her in public, even when the smarter move is to walk away. She sometimes mistakes endurance for wisdom, and will keep pushing long after her body is begging her to stop.
Quirks
Background
Brakka Ironjaw was born in the hard places, where the roads ended and nobody came looking unless they were armed or desperate. Her people expected a weapon of her, but Brakka's first victories came in alleys, loading docks, and back-room pits where she learned that fear could be pushed aside by a better stance, a harder breath, and a willingness to keep moving after the other person stopped. By the time she was grown, she was no mystic berserker and no polished duelist, just an orc with brutal hands, a stubborn grin, and a gift for making every scrap of the world into a chance to land another blow. She left the settlements after a night of underground matches went wrong, when a bookie tried to make an example of her and discovered that an orc built like a siege hammer can turn a crowd against a bully in under a minute. Since then she has wandered from freight yards to carnival circuits to city gyms that secretly host illegal prizefights, always chasing honest work, strong food, and the next opponent who thinks size alone means victory. Her Champion's discipline gives shape to her violence, while her Pugilist's moxie keeps her laughing when the odds turn ugly. Brakka fights like she lives, head up, shoulders square, and never more than one bad decision away from a miracle.
“Her Champion's discipline gives shape to her violence, while her Pugilist's moxie keeps her laughing when the odds turn ugly.”
- Background
- Outlander
Connections
Species
Orc
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