Vorka
Vorka
Sheet
AC 15 · HP 186 · 40 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionWIS
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
47 featuresAction
- Wrestling Combination
When On her turn
Vorka makes four attacks with the Attack action, and can combine them with grapples, shoves, Action Surge, and her Bonus Action Unarmed Strike.
- Action SurgeLevel 20
When On her turn
Vorka can use Action Surge to take one additional action, twice between rests.
Bonus action
- Bonus Unarmed Strike
When After taking an action or whenever a Bonus Action is available
Vorka makes an Unarmed Strike as a Bonus Action while unarmed or wielding only Pugilist weapons.
- One-Two PunchLevel 2
When When a rapid follow-up is needed
Vorka can spend 1 Moxie Point to make two Unarmed Strikes as a Bonus Action.
- Stick and MoveLevel 2
When When closing distance or escaping a dangerous position
Vorka can spend 1 Moxie Point to make an Unarmed Strike and Dash or Disengage.
- Brace UpLevel 2
When When expecting incoming damage
Vorka can spend 1 Moxie Point to gain 1d8 plus 17 temporary hit points.
- FisticuffsLevel 1
Vorka can use a Bonus Action to make an Unarmed Strike. Her unarmed strikes deal 1d8 bludgeoning damage while she is not wielding weapons or a shield. She also deals extra bludgeoning damage to creatures she is grappling at the start of her turn.
- Second WindLevel 1
Vorka can use a Bonus Action to regain hit points through Second Wind. She can use this feature twice between rests because of her Fighter level.
- Dig DeepLevel 4
Vorka can use a Bonus Action to gain resistance to bludgeoning, piercing, and slashing damage for 10 minutes and ignore Exhaustion levels below 6. Once used, this requires a Long Rest unless she accepts 1 Exhaustion level.
- Ability Score ImprovementLevel 8
Vorka gains another Ability Score Improvement. She selected the Tavern Brawler feat, gaining proficiency with improvised weapons, a Bonus Action grapple after hitting with an Unarmed Strike, and the ability to reroll damage dice for improvised weapons.
- Dig DeeperLevel 13
Vorka can use a Bonus Action to gain all Dig Deep benefits for 1 minute and use School of Hard Knocks twice per turn. At Fighter and Pugilist level 20, she can use Dig Deeper twice before a Long Rest.
Reaction
- Meat ShieldLevel 16
When A non-grappled creature misses Vorka with an attack
Vorka can use a Reaction to redirect a missed attack against a creature she is grappling.
- Bloodied But UnbowedLevel 2
When Vorka takes damage, she can use a Reaction to regain all expended Moxie Points. If Bloodied, she also gains temporary hit points equal to 52. Once used, this feature requires a Short or Long Rest.
Always on
- Heavy HitterLevel 3
When On an Unarmed Strike hit
Vorka can use both damage and Grapple or Shove when she hits with an Unarmed Strike.
- Stop and DropLevel 3
When On an Unarmed Strike hit
Vorka can use both Grapple and Shove when she hits with an Unarmed Strike without using a mastery property.
- Fighting Style, Unarmed FightingLevel 1
Vorka has proficiency with all armor, shields, simple weapons, and martial weapons from her Fighter levels, although she deliberately fights unarmed.
- Iron ChinLevel 1
While wearing light or no armor and not wielding a shield, Vorka's base Armor Class equals 12 plus her Constitution modifier.
- MoxieLevel 2
Vorka has a number of Moxie Points equal to her Pugilist level, 13 points. She regains all expended points after a Short or Long Rest.
- Swagger StreakLevel 2
When Vorka fails a Strength, Dexterity, Constitution, or Charisma check, she can expend 1 Moxie Point and add 1d8 to the check. If the check still fails, the point is regained, but the feature cannot be used again until a Short or Long Rest.
- Compression LockLevel 3
When Vorka starts her turn grappling one or more creatures, she deals 1d8 plus 3 bludgeoning damage to each creature she is grappling.
- InescapableLevel 3
Vorka can expend 1 Moxie Point to impose Disadvantage on a saving throw or ability check made against her grapple or shove DC.
- Muscle MassLevel 3
Vorka has Expertise in Athletics. Her Athletics checks use Strength and include double her proficiency bonus.
- Improved CriticalLevel 3
Vorka scores a critical hit on a roll of 19 or 20 with an attack roll.
- Ability Score ImprovementLevel 4
Vorka gains one Ability Score Improvement. She increased her Dexterity by 2.
- Extra AttackLevel 5
Vorka can attack twice whenever she takes the Attack action.
- HaymakerLevel 5
When Vorka attacks with an Unarmed Strike or Pugilist weapon, she can expend 1 Moxie Point. On a hit, the attack deals maximum damage and the point is regained.
- Moxie-Fueled FistsLevel 6
Vorka can choose Force damage instead of bludgeoning damage whenever she deals damage with an Unarmed Strike or improvised weapon.
- Ability Score ImprovementLevel 6
Vorka gains another Ability Score Improvement. She increased her Constitution by 2.
- Remarkable AthleteLevel 7
Vorka has Advantage on initiative rolls.
- Down But Not OutLevel 7
When Vorka uses Bloodied But Unbowed while Bloodied, she can add 4 to the damage of her Unarmed Strikes and Pugilist weapons for 1 minute. Once used, this requires a Long Rest.
- School of Hard KnocksLevel 9
Once per turn, Vorka can deal an extra 1d12 damage when she hits with an Unarmed Strike or Pugilist weapon. She may forgo this damage to make the target vulnerable to maximum damage from the next hit or give it Disadvantage against creatures other than her.
- HerculeanLevel 10
Vorka's Strength counts as doubled when determining 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, Vorka can remove one Exhaustion level or end Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Restrained, or Stunned on herself. Once used, this requires a Long Rest unless she accepts 1 Exhaustion level.
- Ability Score ImprovementLevel 12
Vorka gains another Ability Score Improvement. She selected the Crusher feat, increasing her Constitution by 1 and allowing her to move a creature 5 feet after dealing bludgeoning damage once per turn. A critical hit grants Advantage to attacks against that creature until the end of her next turn.
- UnbreakableLevel 14
Vorka has Advantage on Strength, Dexterity, and Constitution saving throws. She can also expend 1 Moxie Point to reroll a failed saving throw.
- PugnaciousLevel 15
When Vorka rolls initiative, she can remove one Exhaustion level and regain uses of Down But Not Out, Dig Deep, and Shake It Off. Once used, this requires a Long Rest.
- Ability Score ImprovementLevel 16
Vorka gains another Ability Score Improvement. She selected the Mobile feat, increasing her speed by 10 feet and allowing her to avoid opportunity attacks from creatures she has attacked during the turn.
- HeavyweightLevel 20
Vorka counts as one size larger when grappling or shoving, and she does not spend extra movement to move a grappled creature her size or smaller.
- Extra Attack, ImprovedLevel 20
Vorka has four attacks whenever she takes the Attack action because of Fighter level 11, plus the additional attacks granted by her Pugilist features and Bonus Actions.
- IndomitableLevel 20
Vorka can reroll a Strength, Dexterity, or Constitution saving throw she fails, using the new result. This is in addition to Unbreakable's reroll option and applies when the feature is available.
- Multiclass Pugilist MasteryLevel 20
Vorka can use her Pugilist features with exceptional endurance, retaining all Pugilist features through level 13 and the Heavyweight benefit granted at level 11 of the Squared Circle subclass.
- TraitHumanAbility scores increased by 1 in Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma
- TraitHumanMedium size
- TraitHuman30-foot walking speed
- TraitHumanCommon language
- TraitHumanHuman adaptability and versatility
- By Popular DemandEntertainer
Vorka is known for her wrestling performances and can usually find lodging, food, or modest work wherever entertainers are welcomed. She can also secure free lodging and meals for herself and her companions by performing.
Gear
9 itemsTools
- Disguise kitA disguise kit used for performances and traveling incognito.
Gear
- Tank topSimple dark tank top used as Vorka's performance wear.
- LeggingsFitted leggings suitable for wrestling, tumbling, and unarmed combat.
- Soft bootsSoft boots suitable for a wrestling ring or tavern floor.
- Entertainer's costumeA full set of entertainer's costumes and accessories.
- Favor from an admirerA token from an admirer of Vorka's performances.
- Pouch of goldA pouch containing starting coin.
- Wrestling kitWrestling wraps, chalk, repair thread, and basic training supplies.
Purse
- 15×Gold piecesStarting coin from the Entertainer background.
Appearance
Vorka is a tall, powerfully built human woman with broad shoulders, thick muscular arms, a pronounced six-pack, and a strong, athletic frame shaped by years of wrestling and street fighting. Her physique is buxom and heavily muscled, with a rounded silhouette and a powerful lower body built for takedowns and explosive movement. She wears a simple dark tank top over fitted leggings, practical wrestling wraps, and soft boots. Her dark hair is pulled into a loose ponytail, with damp strands curling around the nape of her neck. Her face carries the marks of countless matches, including a crooked smile, a small brow scar, and a warm flush that never quite leaves her after a fight.
Mannerisms
Vorka rolls her shoulders before speaking, taps two fingers against her sternum when making a promise, and announces the names of her favorite wrestling maneuvers even when no one has asked. She punctuates arguments by stretching her wrists and gives a theatrical bow after winning any contest, including arm wrestling.
Personality
Vorka is exuberant, fearless, and intensely personable. She loves an audience, but her bravado is not empty. She notices frightened people quickly and instinctively places herself between them and danger. She speaks like a ring announcer when excited, gives opponents affectionate nicknames, and believes that a clean fight can reveal more truth than a dozen polite conversations.
Ideals
Strength should protect the powerless, not glorify the powerful. Every fight is a performance, and the best victory is the one that leaves your opponent alive, wiser, and willing to stand again.
Bonds
Vorka is bound to the old neighborhood arena where she learned to fight. Its owner gave her food and shelter when she had nowhere else to go, and she swore that no tyrant, gang, or corrupt noble would ever take it from the people who depend on it. She also keeps a battered brass token from her first mentor and refuses to let anyone see it used as a wager.
Flaws
Vorka cannot resist answering an insult, especially if it is delivered in front of an audience. She sometimes treats serious negotiations like matches that need a dramatic finish, and her confidence can turn into recklessness when an opponent questions her strength.
Quirks
Background
Vorka was raised in a crowded human district where taverns doubled as theaters, training halls, and informal courts of law. She learned early that a quick wit and a quicker fist could settle disputes that coin and titles could not. Her first teacher was an aging pit fighter who showed her how to turn a chair, a tabletop, or an opponent's momentum into a weapon. Vorka eventually transformed those lessons into a theatrical wrestling style, complete with grand entrances, dramatic throws, and flamboyant declarations of victory. The crowds came for the spectacle, but they stayed because Vorka never pretended that strength belonged only to nobles, soldiers, or trained duelists.
“She learned early that a quick wit and a quicker fist could settle disputes that coin and titles could not.”
- Background
- Entertainer
Connections
Species
Human
Media
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