Ketta Garth
Ketta Garth
Sheet
AC 16 · HP 196 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
48 featuresAction
- Action Surge
When Once per short or long rest.
Make an additional action on her turn.
Bonus action
- Bonus Unarmed Strike
When While unarmed or wielding only Pugilist weapons.
Make an Unarmed Strike as a Bonus Action.
- Brace Up
When Spend 1 Moxie Point.
Gain temporary hit points equal to 1d10 plus 13 plus 4.
- One-Two Punch
When Spend 1 Moxie Point.
Make two Unarmed Strikes as a Bonus Action.
- Stick and Move
When Spend 1 Moxie Point.
Make an Unarmed Strike, then Dash or Disengage.
- Cunning ActionLevel 2
Ketta can take a Bonus Action to Dash, Disengage, or Hide.
- Inquisitive, Insightful FightingLevel 3
As a Bonus Action, Ketta can make an Insight check contested by a creature's Deception check. On a success, she can use Sneak Attack against that creature without advantage or an adjacent ally, provided she does not have disadvantage. The effect lasts for 1 minute or until she uses it against another target.
- FisticuffsLevel 1
Ketta can make a Bonus Action Unarmed Strike while unarmed or wielding only Pugilist weapons, and her Fisticuffs die is 1d10. Improvised weapons count as having the Sap mastery property for her.
- Dig DeepLevel 4
As a Bonus Action, Ketta can gain resistance to bludgeoning, piercing, and slashing damage and ignore exhaustion levels below 6 for 10 minutes. Once used, it requires a long rest unless she gains 1 exhaustion to restore it.
- Dig DeeperLevel 13
Ketta can use Dig Deeper as a Bonus Action for 1 minute, gaining all Dig Deep benefits and using School of Hard Knocks twice per turn. At level 20, she can use it twice before a long rest.
Reaction
- Uncanny DodgeLevel 5
When She can see the attacker.
Use a Reaction to halve damage from an attack that hits her.
- Bloodied But UnbowedLevel 2
When Ketta takes damage, she can use a Reaction to regain all expended Moxie Points. If Bloodied, she also gains 52 temporary hit points. Once used, this feature requires a short or long rest.
- Squared Circle, Meat ShieldLevel 6
While grappling a creature, Ketta has half cover against attacks from creatures she is not grappling. When such a creature misses her, she can expend 1 Moxie Point as a Reaction to redirect the same attack against a creature she grapples.
Always on
- Groundwork
When On a qualifying Unarmed Strike hit.
Grapple or Shove as part of an Unarmed Strike, and sometimes do both.
- Sneak AttackLevel 1
Ketta deals an extra 1d6 damage once per turn when she hits with a finesse or ranged weapon. Because she fights without weapons, she normally relies on her pugilist Unarmed Strike features rather than Sneak Attack.
- Thieves' CantLevel 1
Ketta gains proficiency with thieves' tools and can add double proficiency bonus to checks using them when applying Expertise.
- Inquisitive, Ear for Deceit and Eye for DetailLevel 3
Ketta gains advantage on Wisdom (Insight) checks to determine whether a creature is lying, and disadvantage does not impose disadvantage on her passive Wisdom (Perception) score.
- Ability Score ImprovementLevel 4
Ketta gains an Ability Score Improvement. Her Dexterity increases by 2.
- ExpertiseLevel 6
Ketta gains Expertise in two additional proficient skills. Her chosen Expertise skills are Insight and Perception.
- EvasionLevel 7
Ketta gains Evasion. On a successful Dexterity saving throw against an effect for half damage, she takes no damage, and on a failure she takes half damage.
- Slippery MindLevel 15
Ketta gains proficiency with Wisdom saving throws.
- Reliable TalentLevel 11
Ketta gains Reliable Talent. Any ability check using a proficient skill or tool treats a d20 result of 9 or lower as a 10.
- Action Surge, from Pugilist multiclass progressionLevel 17
Ketta can make an additional action on her turn. She can use this feature once, then must finish a short or long rest before using it again.
- Iron ChinLevel 1
While wearing light or no armor and not wielding a Shield, Ketta's base AC equals 12 plus her Constitution modifier.
- MoxieLevel 2
Ketta 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 Ketta fails a Strength, Dexterity, Constitution, or Charisma check, she 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.
- Heavy HitterLevel 3
When Ketta hits with an Unarmed Strike, she can also use the damage and either Grapple or Shove option.
- Ability Score ImprovementLevel 4
Ketta gains an Ability Score Improvement. Her Constitution increases by 2.
- Extra AttackLevel 5
Ketta can attack twice whenever she takes the Attack action.
- HaymakerLevel 5
Ketta can expend 1 Moxie Point when attacking with an Unarmed Strike or improvised weapon. On a hit, the attack deals maximum damage and the point is regained.
- Moxie-Fueled FistsLevel 6
Ketta can have her Unarmed Strike or improvised weapon damage deal force damage instead of its normal damage type.
- Down But Not OutLevel 7
When using Bloodied But Unbowed while Bloodied, Ketta can add her Constitution modifier plus her exhaustion levels to damage from Unarmed Strikes and Pugilist weapons for 1 minute. Once used, it requires a long rest.
- School of Hard KnocksLevel 9
Once per turn, Ketta can deal an extra 1d12 damage with an Unarmed Strike or Pugilist weapon, or forgo it to Endanger a target, making the next hit against it deal maximum damage dice, or Provoke it, giving it disadvantage on attacks against creatures other than Ketta until the end of her next turn.
- HerculeanLevel 10
Ketta's Strength counts as doubled for carrying capacity, her Unarmed Strikes are critical hits against objects, and her jump distance is doubled.
- Shake It OffLevel 10
At the start of her turn, Ketta can remove one exhaustion level or end blindness, charm, deafness, fright, paralysis, poison, restraint, or stun on herself. Once used, it requires a long rest unless she takes 1 exhaustion to restore it.
- UnbreakableLevel 14
Ketta has advantage on Strength, Dexterity, and Constitution saving throws. When she fails a saving throw, she can expend 1 Moxie Point to reroll it.
- PugnaciousLevel 15
When rolling Initiative, Ketta can remove one exhaustion level and regain uses of Down But Not Out, Dig Deep, and Shake It Off. Once used, it requires a long rest.
- Squared Circle, GroundworkLevel 3
When Ketta starts her turn grappling one or more creatures, she deals 1d10 plus 3 bludgeoning damage to each creature grappled. She can expend 1 Moxie Point to give disadvantage on a save or check against her Grapple or Shove DC. When she hits with an Unarmed Strike without using a mastery property, she can Grapple and Shove with the same attack.
- Squared Circle, Muscle MassLevel 3
Ketta gains Expertise in Athletics.
- Squared Circle, HeavyweightLevel 11
Ketta counts as one size larger for Grapple and Shove options, and does not spend extra movement to move a grappled creature her size or smaller.
- Multiclass Rules NoteLevel 20
Ketta can use Sneak Attack only with a finesse or ranged weapon under the 2014 rules. Her Unarmed Strikes do not qualify unless the DM allows the pugilist Unarmed Strike to interact with Sneak Attack.
- Ability Score IncreaseHuman+1 to all six ability scores
- AgeHumanReaches adulthood in late teens and commonly lives less than a century
- AlignmentHumanHumans tend toward no particular alignment
- SizeHumanMedium
- SpeedHuman30 feet
- LanguagesHumanCommon and one additional language, represented here as Common only because no second language was specified
- By Popular DemandEntertainer
Ketta is recognized as a performer and can usually secure modest lodging, food, or assistance by putting on a wrestling exhibition, telling a compelling fight story, or displaying her athletic skill. She can also find work in circuses, taverns, arenas, and traveling shows.
Gear
7 itemsWeapons
- Unarmed StrikeUnarmed fighting is Ketta's chosen combat method. Her original rogue weapons are not carried, per character request.
Tools
- Thieves' toolsUsed for picking locks, disabling traps, and concealing small tools during performances.
- Disguise kitA disguise used when entering venues under a false identity or escaping a hostile crowd.
- Hand drumA musical instrument used as part of her entertainer act, usually played during introductions and victory celebrations.
Gear
- Ring gearA set of reinforced black-and-crimson wrestling gear with chains, wraps, knee pads, and boots.
- Burglar's packPack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and other travel supplies.
- Bronze whistleA token from Ketta's first wrestling coach, worn beneath her ring gear.
Appearance
Ketta Garth is a striking human woman with a powerful, heavily trained physique, broad shoulders, six-pack abdominal definition, muscular arms, a buxom build, and a pronounced, athletic lower body. Her straight dark hair falls to her jaw and is cut with blunt bangs that cover her eyes. Facial piercings glint at her brow, nostril, and lower lip. She wears deliberately scanty black-and-crimson ring gear reinforced with leather panels, metal chains linking her shoulders, waist, and hips, fingerless hand wraps, knee pads, and heavy wrestling boots. Her gear is theatrical, practical, and designed for movement, intimidation, and grappling.
Mannerisms
Ketta rolls her shoulders before speaking, taps two fingers against her sternum when making a promise, and announces important actions as though introducing herself to a packed arena. When studying a suspected liar, she tilts her head so her bangs fall farther across her eyes.
Personality
Ketta is charismatic, observant, and intensely competitive. She treats every conversation like a match with rules, tells, and momentum, but she is not cruel about winning. She loves an audience, respects anyone who gets back up, and has a surprising tenderness toward frightened people and badly injured animals. Beneath the bravado is a careful professional who watches exits, counts footsteps, and remembers exactly who paid for the drinks.
Ideals
Strength should be a shelter, not a throne. If I am the strongest person in the room, then someone else should leave that room safer than they entered it.
Bonds
The old neighborhood gym that gave Ketta her first ring is threatened by a corrupt landholder. She sends most of her winnings home and intends to buy the building outright, then turn it into a free school for street children, performers, and anyone who needs to learn how to stand their ground.
Flaws
Ketta cannot resist answering an insult, a challenge, or a doubtful look. She overcommits to proving herself, especially when someone suggests that her performances are fake. She also hides injuries until they become impossible to ignore, because admitting weakness feels dangerously close to abandoning the people who depend on her.
Quirks
Background
Ketta Garth grew up in the crowded districts around a river market, the daughter of a dockworker and a traveling singer. She learned early that a small human could survive among stronger people by being quicker, louder, and harder to keep down. Her first performances were informal bouts staged in taverns, where she fought with bare hands, overturned tables, lengths of rope, and whatever else the crowd put within reach. The applause mattered, but the money mattered more. Every match paid for food, medicine, or a night of safety for someone who could not afford it.
“She learned early that a small human could survive among stronger people by being quicker, louder, and harder to keep down.”
- Background
- Entertainer
Connections
Species
Human
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