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Grom - AI-generated fantasy Character

Grom

Orc · Barbarian (Path of the Wild Heart) · Level 13 · Soldier

Grom

Blunt, direct, and unshakable, Grom prefers action to conversation.
AC13
HP148/148
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 148 · 40 ft.
AlignmentLawful NeutralGenderMaleAge38 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryCHA
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Unarmed Strikes

Tools

Gaming set,
Land vehicles

Languages

Common,
Orc

Features

24 features

Bonus action

  • RageLevel 1

    As a Bonus Action, Grom enters a Rage. While raging, he gains resistance to Bludgeoning, Piercing, and Slashing damage, a bonus to Strength-based damage rolls, and advantage on Strength checks and Strength saving throws. His Rage lasts up to 10 minutes and can be extended through continued combat or a Bonus Action. He has 5 uses of Rage and regains expended uses after a Long Rest, with one use regained after a Short Rest.

  • Rage of the WildsLevel 3

    When Grom enters a Rage, he chooses one benefit. Bear grants resistance to all damage types except Force, Psychic, and Radiant. Eagle allows him to take the Dash and Disengage actions as one Bonus Action. Wolf gives him Advantage on attack rolls against creatures within his reach.

  • Adrenaline RushOrcAs a Bonus Action, Grom can move up to his Speed toward a creature he can see and gain Temporary Hit Points equal to his Proficiency Bonus. He can use this trait a number of times equal to his Proficiency Bonus and regains all expended uses after a Long Rest.

Always on

  • Weapon MasteryLevel 1

    Grom can use the Weapon Mastery properties of two kinds of Simple or Martial weapons, although he carries no weapons in his modern setting.

  • Danger SenseLevel 2

    Grom has advantage on Dexterity saving throws against effects he can see, such as traps and spells. This feature functions even while he is Blinded or Deafened.

  • Reckless AttackLevel 2

    When Grom makes an attack roll using Strength, he can gain Advantage on that roll, but attack rolls against him have Advantage until the start of his next turn. If the attack hits, it deals extra damage equal to his Rage Damage Bonus when he is raging.

  • Primal KnowledgeLevel 3

    Grom gains proficiency in Animal Handling and Perception. While raging, he can use Strength instead of the normal ability for Acrobatics, Intimidation, Perception, Stealth, or Survival checks.

  • Animal SpeakerLevel 3

    Grom can perform the Beast Sense and Speak with Animals spells as Rituals, using Wisdom as his spellcasting ability for these spells.

  • Ability Score ImprovementLevel 4

    Grom improves one or more ability scores or gains a feat, according to his level-based Ability Score Improvements. His final ability scores include these improvements.

  • Extra AttackLevel 5

    Grom can attack twice instead of once whenever he takes the Attack action on his turn.

  • Fast MovementLevel 5

    Grom's Speed increases by 10 feet while he is not wearing Heavy Armor.

  • Aspect of the WildsLevel 6

    After a Long Rest, Grom chooses one benefit. Owl grants Darkvision or extends existing Darkvision by 60 feet. Panther grants a Climb Speed equal to his Speed. Salmon grants a Swim Speed equal to his Speed.

  • Feral InstinctLevel 7

    Grom has Advantage on Initiative rolls. If he rolls Initiative and has no uses of Rage remaining, he regains one use.

  • Instinctive PounceLevel 7

    Immediately after rolling Initiative, Grom can move up to half his Speed as part of that roll. This movement does not provoke Opportunity Attacks.

  • Ability Score ImprovementLevel 8

    Grom improves one or more ability scores or gains a feat, according to his level-based Ability Score Improvements. His final ability scores include these improvements.

  • Brutal StrikeLevel 9

    When Grom uses Reckless Attack and hits with a Strength-based attack, he can forgo Advantage on one attack roll to use one Brutal Strike effect. He deals an extra 1d10 damage and can either force the target to move up to 15 feet, knock it Prone if it is Large or smaller, or reduce its Speed by 15 feet until the start of his next turn.

  • Nature SpeakerLevel 10

    Grom can perform the Commune with Nature spell as a Ritual, using Wisdom as his spellcasting ability for the spell.

  • Relentless RageLevel 11

    When Grom would be reduced to 0 Hit Points while raging, he can make a DC 10 Constitution saving throw. On a success, he drops to a number of Hit Points equal to twice his Barbarian level instead. The DC increases by 5 after each use and resets to 10 after a Short or Long Rest.

  • Ability Score ImprovementLevel 12

    Grom improves one or more ability scores or gains a feat, according to his level-based Ability Score Improvements. His final ability scores include these improvements.

  • Improved Brutal StrikeLevel 13

    When Grom uses Brutal Strike, he can choose two different Brutal Strike effects instead of one.

  • Indomitable MightLevel 18

    Grom can use Strength for any Strength check, even if the check would normally use another ability, and his Strength score is treated as 25 for that check.

  • DarkvisionOrcGrom has Darkvision out to 120 feet.
  • Relentless EnduranceOrcWhen Grom is reduced to 0 Hit Points but not killed outright, he can drop to 1 Hit Point instead. Once used, this trait requires a Long Rest to recharge.
  • Military RankSoldier

    Grom retains the respect and practical assistance of military organizations, veterans, and others familiar with his service. He can identify military insignia, understand the customs of soldiers, and secure basic aid or temporary shelter from sympathetic members of military communities when such help is reasonable.

Spells

3 spells

Spellcasting. Grom casts with Wisdom ( to hit with spell attacks).

1st level:

2nd level:

5th level:

Gear

6 items

Tools

  • Gaming set
    A standard set of gaming dice and cards used by soldiers during downtime.

Gear

  • Training uniform
    Worn black sleeveless training shirt and reinforced black compression shorts issued by the Advanced Strength and Sexual Endurance Training program.
  • Field and training clothes
    Heavy canvas jacket, dark gray reinforced cargo pants, steel-toed combat boots, wrist wraps, and knee pads.
  • Military insignia
    A small metal insignia from the Iron Fist mercenary group, kept as proof of service rather than loyalty.
  • Belt pouch
    A leather belt pouch containing emergency cash and personal effects.
  • Trophy tooth
    A chipped tooth worn on a leather cord around his neck.

Appearance

Grom is a towering orc man, standing six feet five inches tall, with dense, corded muscle and thick bone. His deep forest-green skin is marked by old scars across his arms, chest, and back. His broad, heavy-browed face bears prominent lower tusks filed to sharp points, deep brown eyes, and a thin white scar crossing his left eyebrow. His black hair is shaved into a severe military buzz cut. In casual settings, he wears a worn black tank top, a heavy canvas jacket, dark gray reinforced cargo pants, and steel-toed boots. For training, he wears black compression shorts, a matching sleeveless athletic shirt, wrist wraps, knee pads, and clean combat boots. A leather cord around his neck holds a single chipped tooth taken as a trophy from a past fight.

Mannerisms

Grom stands perfectly still when listening, with his feet planted shoulder-width apart and his hands loose at his sides. He answers questions with the fewest words possible. Before a fight, he rolls his shoulders once, checks the position of everyone nearby, and taps the chipped tooth at his throat. When irritated, he exhales through his nose in a low rumble. When impressed, he gives a single solemn nod that functions as high praise.

Personality

Blunt, direct, and unshakable, Grom prefers action to conversation. He respects strength, loyalty, and competence, but has no admiration for performative bravado. His former life in the Iron Fist mercenary group made him brutally efficient, while his connection to the wild taught him that power is most meaningful when used without waste. His humor is dry and dark, appearing most often during extreme stress or when someone unexpectedly demonstrates skill. He rarely smiles, but when he does, it usually means someone has just made a very bad decision.

Ideals

Strength exists to protect what cannot protect itself. Discipline is not obedience to a commander, it is the mastery required to choose the right action when fear, rage, and pain are all demanding the wrong one.

Bonds

The abandoned recruits and street children of Atrix Isle are his responsibility, whether they know it or not. He also carries the chipped tooth of the first Iron Fist instructor he defeated, a reminder that no chain is permanent.

Flaws

Grom assumes incompetence until someone proves otherwise, and he has little patience for excuses, ceremony, or emotional manipulation. He is more comfortable enduring pain than discussing it. When loyalty is betrayed, he becomes dangerously absolute, sometimes treating a single failure as proof that a person can never be trusted again.

Quirks

Counts repetitions under his breath in Orcish.
Keeps every room's exits in sight.
Calls exceptionally competent people "useful."
Sleeps with one hand resting over the chipped tooth on his necklace.
Silently fixes loose straps, broken furniture, and poorly secured equipment wherever he finds them.

Background

Grom was born beneath the towers of Atrix Isle, in the undercity slums where children learned early that hunger, fear, and violence were simply different names for the same instructor. The only path out offered to him was through the Iron Fist mercenary group. Their recruiters saw a massive young orc with uncommon discipline and made him a soldier before he understood what the word meant. Training was brutal, methodical, and deliberately dehumanizing. Grom endured forced marches, close-quarters drills, starvation exercises, and contests designed to measure how much pain a body could absorb before it failed. He survived because he refused to waste motion, breath, or anger. His instructors called him a weapon. Grom eventually learned that weapons could choose what they were pointed at. During a failed contract in the industrial districts, Grom was separated from his unit and left for dead beneath a collapsed transit station. He awoke among stray animals and wild growth breaking through concrete. In the days that followed, he watched the creatures conserve strength, protect their territory, and kill without ceremony or pride. Something in that simplicity settled into him. He returned to the Iron Fist, defeated the instructor who had broken his ribs, and walked away from the organization without asking permission. Now he works as a security specialist, field trainer, and reluctant protector. He still trains with the merciless intensity of a soldier, but his strength belongs to him. Grom does not seek redemption through speeches. He seeks it through the quiet, repeated act of standing between the vulnerable and the people who would make them afraid.

“The only path out offered to him was through the Iron Fist mercenary group.”
From their backstory
Background
Soldier

Connections

Species

Orc

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