Grimarr Ironhide
Grimarr Ironhide
Sheet
AC 14 · HP 32 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingINT
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
16 featuresBonus action
- Enter Rage
When Bonus action
As a bonus action, Grimarr enters a battle rage, gaining his rage benefits for up to 1 minute.
- Frenzied Strike
When While raging and frenzied, bonus action
After entering a frenzy, Grimarr can make one melee weapon attack as a bonus action on each subsequent turn while raging.
- RageLevel 1
Grimarr can enter a battle frenzy as a bonus action. While raging, he has advantage on Strength checks and Strength saving throws, gains a +2 bonus to melee weapon damage using Strength, and has resistance to bludgeoning, piercing, and slashing damage. He cannot cast spells or concentrate on them while raging. He can rage three times per long rest, and his rage lasts up to 1 minute if maintained by attacking, taking damage, or using a bonus action to continue it.
- FrenzyLevel 3
While raging, Grimarr can enter a frenzy. On each of his turns after entering a frenzy, he can make a single melee weapon attack as a bonus action. When the rage ends, he suffers one level of exhaustion.
Always on
- Reckless AttackLevel 2
When First attack on his turn
Grimarr makes his first attack recklessly, gaining advantage on Strength-based melee attacks this turn, while attacks against him gain advantage until his next turn.
- Greataxe Strike
When Action
Grimarr attacks with his greataxe, dealing 1d12 + 2 slashing damage, or 1d12 + 4 while raging.
- Thrown Handaxe
When Action
Grimarr throws a handaxe at a creature within 20 feet, dealing 1d6 + 2 slashing damage.
- Unarmored DefenseLevel 1
Grimarr has advantage on Strength checks and Strength saving throws. He is proficient in Strength saving throws.
- Primal Path: Path of the BerserkerLevel 3
Grimarr chooses the Path of the Berserker, embracing controlled fury and relentless endurance.
- Danger SenseLevel 2
Grimarr 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.
- DarkvisionDwarfGrimarr can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, seeing in darkness only in shades of gray.
- Dwarven ResilienceDwarfGrimarr has advantage on saving throws against poison and resistance to poison damage.
- Dwarven Combat TrainingDwarfGrimarr is proficient with battleaxes, handaxes, light hammers, and warhammers.
- StonecunningDwarfWhenever Grimarr makes an Intelligence History check related to the origin of stonework, he is considered proficient and adds double his proficiency bonus.
- Dwarven ToughnessDwarfHis hit point maximum increases by 1 for each level, included in his hit point total.
- Military RankSoldier
Grimarr retains his military rank and the respect of soldiers who recognize the Iron Band. He can secure simple lodging, food, and limited assistance from friendly military organizations, and he can identify the chain of command and military customs of most civilized forces.
Gear
9 itemsWeapons
- GreataxeA heavy two-handed axe with a broad iron blade, the weapon Grimarr favors when duty demands a decisive answer.
- 2×HandaxeHandaxes balanced for close combat and throwing, including the first handaxe gifted to him by his father.
- 4×JavelinSimple spears suitable for throwing or forming a defensive line.
Gear
- Explorer's PackA durable pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and basic travel gear.
- Insignia of RankA metal badge bearing the mark of the Greyreach Pikemen and his former rank as captain.
- Gurzun TuskA Gurzun tusk taken after the defense of Amber Pass, worn as a reminder of the lives saved there.
- Bone DiceA set of worn bone dice won from a caravan trader and used to pass quiet evenings.
- Common ClothesPlain, serviceable clothing suitable for a soldier traveling without a uniform.
Purse
- 10×Gold PiecesLoose coin saved from military pay and caravan work.
Appearance
Grimarr Ironhide is a broad-shouldered hill dwarf with weathered bronze skin, a square beard braided with iron rings, and a long scar running from his left temple to his jaw. His dark hair is streaked with silver, and his eyes are a steady, slate gray. He wears battered military leathers beneath a fur-lined cloak, with an Ironhide oath medallion resting over his heart. His greataxe is practical rather than ornate, while a Gurzun tusk hangs from his belt beside a small pouch of bone dice.
Mannerisms
Grimarr checks every doorway, window, and possible escape route before sitting down. He addresses strangers by rank or trade until invited to use their names. When angry, he becomes unnervingly quiet and taps two fingers against his Ironhide medallion.
Personality
Grimarr is patient, dependable, and quietly protective. He speaks sparingly, listens carefully, and prefers practical solutions over grand speeches. Beneath his stern soldier's manner is a deep tenderness for civilians, inexperienced recruits, and anyone carrying more responsibility than they can bear.
Ideals
Duty. A promise is a wall against chaos. If Grimarr gives his word, he will stand behind it until the last stone falls.
Bonds
He will protect refugees, common soldiers, and abandoned comrades whenever he can. The Ironhide oath medallion is his most treasured possession, and he would risk his life to return it to Kazâd-Khur if it were ever stolen.
Flaws
Grimarr cannot easily abandon a mission once he has accepted it, even when the situation has become foolish or suicidal. He distrusts surrender, fears failing those under his command, and sometimes treats ordinary disagreements as matters of military discipline.
Quirks
Background
Grimarr Ironhide was born into the Ironhide clan of Kazâd-Khur, the Hammer-Heart, a fortress carved into the Greyreach Mountains of Telluris Res. His father, Borrin, served as garrison master-at-arms, while his mother, Helga, was a retired watchwoman whose discipline was sharper than any blade. At twelve, Grimarr received his first handaxe and his father's most enduring lesson: an oath has no beginning and no end. Break it, and you break yourself. He joined the Greyreach Pikemen at twenty-seven and was stationed at Westgate Garrison under Sergeant Thrain Stonebrow, who turned a hot-tempered brawler into a battlefield tactician. During the Siege of the Amber Pass in 305, a Gurzun warband ambushed a refugee convoy of three hundred souls. Grimarr and twelve soldiers held the flank for two hours against odds of three to one, buying enough time for the refugees to escape. He was awarded the Iron Band, Kazâd-Khur's highest military honor, and promoted to Captain of Westgate Garrison, though he never believed he deserved either distinction. In 309, a routine mission became a trap when five hundred Gurzun warriors surrounded his forty soldiers. Grimarr refused surrender, led a desperate breakout, and somehow won the battle, but nineteen of his soldiers died. He resigned soon afterward, unable to decide whether he had saved his company or merely spent their lives well. For two years he wandered the lowlands of Rivenmarch as a caravan guard and mercenary. An old half-elf ranger named Marek finally helped him understand that the weight he carried was not a burden, but fuel. Grimarr now travels as a barbarian because rage is the only battlefield instinct he has never learned to distrust. He seeks a purpose he can keep without breaking himself, and he carries his father's medallion, a Gurzun tusk from Amber Pass, and bone dice won from a trader as reminders of duty, survival, and chance.
“His father, Borrin, served as garrison master-at-arms, while his mother, Helga, was a retired watchwoman whose discipline was sharper than any blade.”
- Background
- Soldier
Connections
Species
Dwarf
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