Last updated: 3/10/2025

Remus

LVL 3 Grappler Pugilist

Hit Dice: 5d12

HP: 42/42

Prof: +2

Unarmored AC: 12

Thicked Skinned: 5d12/5d12 L

Tenacity: 1/1 S

Moxie: 2/2 L

Strength 18

(+4)

Dexterity 15

(+2)

Constitution 18

(+4)

Intelligence 10

(0)

Wisdom 13

(+1)

Charisma 16

(+3)

Saving: 6

Saving: 2

Saving: 6

Saving: 0

Saving: 1

Saving: 3

Athletics: 6

Acrobatics: 4

Arcana: 0

Animal Handling: 3

Deception: 3

Sleight of Hand: 2

History: 0

Insight: 1

Intimidation: 5

Stealth: 2

Investigation: 0

Medicine: 1

Performance: 5

Nature: 0

Perception: 1

Persuasion: 3

Religion: 0

Survival: 1

Background: Circus performer - Strongman

Passive Perception: 11

Proficiencies: Improvised Weapons, Clubs, Daggers, Greatclub, Handaxe, Light Hammer, Mace, Quarterstaff, Woodcarver's Tools

Languages: Common, Elvish, Draconic

Race: Human

Speed: 30ft

Size: Medium, 5’7 feet tall

Age: 25/90

Skill: Animal Handling

Tough: Your HP max increases by 2 times your character level when you gain this feat. Every time you level up you gain an extra 2 max HP.

Resourceful: You gain Heroic Inspiration whenever you finish a Long Rest

Background: Circus Performer

Ability Score Increase: +2 Str, +1 Con

Skill Proficiencies: Athletics, Performance

Tool Proficiencies: Woodcarver's Tools

Equipment: A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a pouch containing 15gp

Savage Attacker: Once per turn when you deal damage with a weapon, you can roll damage twice and take the higher result.

Class: Pugilist

Heavy Blows:

Maneuvers: Maneuvers that apply to attacks, only one maneuver can be used per attack. DC = 8 + Prof bonus + str (14)

        Haymaker: When you make an unarmed attack, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

Thick Skinned: Whenever you take damage, you can use your reaction and expend a Hit Dice. Roll the Hit Dice and reduce the damage by the amount of the roll. The damage reduction from this ability is reduced by half if you are wearing any armor, except for shields.

Tenacity: Bonus action, you can restore HP = 1d12 + Pugilist level. 1/short

Impeccable Physique: You gain an extra hit dice per level. At 5th level you gain an extra 2, at 9th level you gain an extra 3, at 13th level you gain an extra 4, and at 17th level you gain an extra 5.

Moxie: moxie points = to Prof bonus (2)/long

        Shoulder Throw: When an enemy that is no more than one size larger than you misses you with a melee attack, you can use your reaction and expend one moxie to immediately attempt a shoulder throw. Roll a contested grapple check; if successful, you may immediately move the attacking enemy to the square opposite of their current position to you, knock them prone, and reduce their movement speed to 0 until the end of their current turn. If the space this creature would be moved to is occupied by another creature, that creature is also knocked prone. If there is no space behind you, the creature remains in its current position. The target creature is not considered grappled after this maneuver.

Lock Down: When you are hit with a melee attack and have at least one free hand, you can use your reaction and expend one moxie to attempt to lock down the attacking creature. The creature must make a Str ST against your maneuver DC (14). On a failure, you are able to briefly wrest control of their weapon.

For the remainder of their turn, they cannot attack with this weapon, and their speed is reduced to 0 unless they drop the weapon (If they are capable of doing so). If a creature drops a weapon while locked down in this manner, you are automatically considered to be holding the weapon.  

Creed (Grappler): 

Grappler Maneuvers:

        Smash n’ Grab: Whenever you make a successful unarmed attack, you can attempt a grapple as part of the Attack action. A creature can only be targeted by this maneuver once per turn.

Grappler Moxie:

        Overturn: Whenever you make a successful grapple attack, you can spend one moxie to make a shove attack against the creature. This shove attack can only be used to knock a creature prone.

        Pretzel: When you have a creature grappled at the start of your turn, you can use your action and expend a moxie point to attempt to pretzel the creature. Make another grapple check against the creature; if successful, you pretzel the creature pinning it with its own limbs. The creature is considered restrained while in a pretzel. The creature must break the pretzel by using an action or bonus action to attempt a strength or Dexterity saving throw against your Maneuver save DC (14). A creature must break free of being pretzelled before it can use its action to break the grapple, and will remain in the pretzeled status even if the grapple ends. While in a pretzel, a creature is considered retrained.

        Headbutt: You can expend one moxie on your attack action to perform a headbutt. If this attack hits, it deals normal unarmed strike damage, and your target must succeed on a constitution saving throw or be stunned for 1 round.

Attacks:

Unarmed Strike: Melee, 1d20 + 6, 1d4 + 4 Bludgeoning

Improvised Weapons: Melee, 1d20 + 6, 1d4 + 4 ?

Improvised Weapons: Ranged (20/60), 1d20 + 4, 1d4 + 2 ?

Equipment:

Dungeon Supplies

10 torches (A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.)

50 feet of hempen rope (Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.)

Camping Supplies

Backpack

Costume Clothes Advantage on any ability check you make to impersonate the person or type of person it represents

Bedroll

Mess kit (This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.)

Tinderbox (This small container holds flint, fire steel, an tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch — or anything else with abundant, exposed fuel — takes an action. Lighting any other fire takes 1 minutes.)

Woodcarver's tools

        Components. Woodcarver's tools consist of a knife, a gouge, and a small saw.

Arcana, History. Your expertise lends you additional insight when you examine wooden objects, such as figurines or arrows.

Nature. Your knowledge of wooden objects gives you some added insight when you examine trees.

Repair. As part of a short rest, you can repair a single damaged wooden object.

Craft. Club, Greatclub, Quarterstaff, Range weapons (except Pistol, musket and Sling), Arcane focus, Arrows, Bolts, Drudic Focus, Ink pen, and Needles.

10 days of rations (Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.)

Waterskin (4 pints of liquids)

Weapon Supplies

Money:

Copper:

Silver:

Gold:

Platinum:


Character Lore

History:

Appearance and Personality:

Strength: Muscular (Muscle mass)

Dexterity: Dynamic (Full of positive energy)

Constitution: Hearty (Loudly vigorous and cheerful)

Intelligence: Curious (eggar to learn)

Wisdom: Rash (Doesn’t think things through)

Charisma: Commanding (Indicating or expressing authority; imposing)

Alignment: Lawful Neutral, Remus follows his own personal code and rules of life. He values family and loyalty first. He is Loyal and Rebellious.

This is my life:

Summary: