Grom Varkesh
Grom Varkesh
Sheet
AC 13 · HP 148 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
30 featuresBonus action
- Iron Fist Rage
When Bonus Action
Enter Rage as a Bonus Action, gaining resistance and a +3 Rage Damage bonus.
- Adrenaline Rush
When Bonus Action
Use Adrenaline Rush to Dash as a Bonus Action and gain 5 Temporary Hit Points.
- RageLevel 1
As a Bonus Action, Grom can enter a Rage, gaining resistance to Bludgeoning, Piercing, and Slashing damage, a Rage Damage bonus of +3, and advantage on Strength checks and Strength saving throws. He can maintain Rage by attacking, forcing a saving throw, or taking a Bonus Action to keep it active. He has 5 uses of Rage and regains all expended uses after a Long Rest.
- Rage of the WildsLevel 3
Whenever Grom activates Rage, he chooses a Wildheart animal option. Bear grants resistance to all damage types except Force, Necrotic, Psychic, and Radiant. Eagle allows him to Dash and Disengage as part of the Rage Bonus Action and later as a Bonus Action while raging. Wolf allows his allies to have Advantage on melee attack rolls against creatures within 5 feet of him.
- Adrenaline RushOrcAs a Bonus Action, Dash and gain 5 Temporary Hit Points. Usable 5 times per Long Rest.
Always on
- Close-Quarters Assault
When Attack action
Make two unarmed strikes with the Attack action.
- Break Their Rhythm
When Hit while Reckless Attack is active
After attacking Recklessly, use Brutal Strike to reposition an enemy or cripple its next attack.
- Weapon MasteryLevel 1
Grom has mastered four weapon categories, though he currently fights without weapons. He can use the Weapon Mastery properties of weapons in those categories with which he has mastery.
- Unarmored DefenseLevel 1
While not wearing armor, Grom's Armor Class equals 10 + his Dexterity modifier + his Constitution modifier.
- Danger SenseLevel 2
Grom has Advantage on Dexterity saving throws against effects he can see, such as traps and spells. He does not gain this benefit while Blinded, Deafened, or Incapacitated.
- Reckless AttackLevel 2
When Grom makes his first attack on his turn, he can attack Recklessly, gaining Advantage on Strength-based attack rolls that turn. Attack rolls against him have Advantage until the start of his next turn.
- Primal KnowledgeLevel 3
Grom can use Strength for certain Barbarian skills and gains proficiency in one additional Barbarian skill. He has chosen Animal Handling.
- Ability Score ImprovementLevel 4
Grom gains an Ability Score Improvement or feat. His final ability scores reflect his completed level-based improvements.
- Extra AttackLevel 5
Grom can make two attacks instead of one 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
At the end of a Long Rest, Grom chooses one Aspect of the Wilds. He can choose Animal Speaker, gaining the ability to cast Speak with Animals without a spell slot, or Wild Force, gaining a Climb Speed and Swim Speed equal to his Speed. He can change this choice after each Long Rest.
- Feral InstinctLevel 7
Grom has Advantage on Initiative rolls. If he is surprised at the start of combat, he can act normally if he enters Rage before doing anything else on that turn.
- Instinctive PounceLevel 7
Immediately after activating Rage, Grom can move up to half his Speed without provoking Opportunity Attacks.
- Ability Score ImprovementLevel 8
Grom gains an Ability Score Improvement or feat. His final ability scores reflect his completed level-based improvements.
- Brutal StrikeLevel 9
Once per turn when Grom hits with a Strength-based attack while Reckless Attack is active, he can forgo one damage die to use one Brutal Strike effect. He can force the target to move up to 15 feet and then move himself up to half his Speed without provoking Opportunity Attacks, or inflict Disadvantage on the target's next attack roll before the start of Grom's next turn.
- Nature SpeakerLevel 10
Grom can cast Commune with Nature as a Ritual. Wisdom is his spellcasting ability for this spell.
- Relentless RageLevel 11
If Grom fails a saving throw while raging, he can expend another use of Rage to reroll it and must use the new roll.
- Ability Score ImprovementLevel 12
Grom gains an Ability Score Improvement or feat. His final ability scores reflect his completed level-based improvements.
- Improved Brutal StrikeLevel 13
Grom gains an additional Brutal Strike effect. When he uses Brutal Strike, he can cause the target to suffer 1d10 extra damage, or he can reduce the target's Speed to 0 until the start of his next turn.
- DarkvisionOrcSee in dim light as if it were bright light and darkness as if it were dim light, within 120 feet.
- Relentless EnduranceOrcWhen reduced to 0 Hit Points but not killed outright, drop to 1 Hit Point instead. Once per Long Rest.
- Creature TypeOrcHumanoid.
- SizeOrcMedium.
- SpeedOrc30 feet.
- Military RankSoldier
Grom can identify the military organization, rank, and insignia of soldiers and mercenaries, and can find basic shelter and support among military forces or veterans. His Soldier origin feat is Savage Attacker.
Spells
2 spellsSpellcasting. Grom Varkesh casts with Wisdom ( to hit with spell attacks).
1st level:
5th level:
Gear
8 itemsTools
- Gaming SetA small gaming set carried from his mercenary days.
Gear
- Training ClothesWorn black sleeveless training shirt and reinforced athletic clothing suitable for unarmored combat.
- Canvas JacketHeavy canvas jacket, scuffed and stained from years of field use.
- Reinforced Cargo PantsDark-gray reinforced cargo pants.
- Combat BootsHeavy steel-toed combat boots.
- Healer's KitA compact medical kit used for treating injuries after training or combat.
- Chipped Tooth TalismanA leather cord bearing a chipped tooth taken as a trophy from an early fight.
Purse
- 50×Gold PiecesCoin selected instead of the Soldier's weapon package.
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. He has a broad, heavy-browed face, prominent lower tusks filed to sharp points, deep earthy-brown eyes, and black hair kept in a severe military buzz cut. A thin white scar crosses his left eyebrow, pulling his expression into a permanent slight scowl. He wears a worn black sleeveless shirt, a heavy canvas jacket, reinforced dark-gray cargo pants, and steel-toed combat boots. A leather cord around his neck holds a single chipped tooth from a past opponent.
Mannerisms
Grom stands with his feet planted wide and his shoulders square, as if every room were a battlefield. He rolls one shoulder before difficult conversations, taps his chipped tooth talisman when thinking, and silently checks doors, exits, and nearby obstacles. When irritated, he flexes his hands once and becomes unnervingly still. His rare jokes are delivered in the same flat tone as his threats.
Personality
Blunt, direct, and unshakable, Grom speaks only when words are more efficient than action. He respects strength, loyalty, and competence, but has little patience for posturing or wasted motion. Beneath his intimidating silence is a watchful protector with a dry, dark sense of humor that appears during extreme stress or whenever someone demonstrates unexpected skill. He does not seek admiration, only results.
Ideals
Strength exists to protect those who have none. Competence is a form of respect, loyalty is earned through action, and no order is sacred when it demands the suffering of the innocent.
Bonds
The people of Atrix Isle are still his responsibility. He will never again allow an institution, commander, or employer to use him as an excuse to brutalize the helpless.
Flaws
Grom assumes every promise has a hidden price and every chain of command will eventually demand cruelty. He is slow to forgive betrayal, quick to answer disrespect with intimidation, and often mistakes emotional vulnerability for weakness. Once he decides that someone is under his protection, he becomes controlling and reckless, preferring to take every danger onto himself rather than trust another person to carry it.
Quirks
Background
Grom was raised in the undercity slums of Atrix Isle, where hunger, debt, and violence decided who was allowed to see another morning. He learned early that strength was not merely a weapon, it was a language. The Iron Fist mercenary group recruited him after he survived a street fight against three older men. Their instructors transformed his raw power into disciplined brutality through endless drills, punishing exercises, and close-quarters combat. Grom became a soldier who wasted nothing, neither movement nor words, and he gained a reputation for standing back up long after sensible people had stayed down. His service ended when the Iron Fist ordered him to crush a civilian uprising in the same districts that had raised him. Grom obeyed until he recognized children hiding beneath a collapsed market stall. He turned on his commanding officer, broke the officer's jaw, and carried the survivors to safety. Branded a deserter, Grom now works as a modern security specialist, underground trainer, and reluctant protector. His Wildheart rage is not a loss of control, but a deliberate return to something older than military doctrine, the instinct to endure, guard the pack, and answer cruelty with overwhelming force.
“He learned early that strength was not merely a weapon, it was a language.”
- Background
- Soldier
Connections
Species
Orc
Media
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