Grob
Grob
Sheet
AC 13 · HP 35 · 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
16 featuresBonus action
- Enter Rage
When Grob's turn, when she is ready to fight
As a bonus action, Grob enters a rage, gaining her rage benefits for up to 1 minute.
- Frenzied Strike
When Grob is raging and has entered a frenzy
While raging, Grob makes one melee weapon attack as a bonus action on each turn after entering a frenzy.
- Nimble Escape
When Grob needs to reposition or vanish
Grob uses Nimble Escape to Disengage or Hide as a bonus action.
- RageLevel 1
Grob can enter a battle trance as a bonus action. While raging, she has advantage on Strength checks and Strength saving throws, gains a bonus to melee weapon damage using Strength, and has resistance to bludgeoning, piercing, and slashing damage. She can rage three times per long rest, and her rage lasts up to 1 minute if maintained by attacking or taking damage.
- FrenzyLevel 3
While raging, Grob can enter a frenzy. If she does so, she can make a single melee weapon attack as a bonus action on each turn after entering the rage. When the rage ends, she suffers one level of exhaustion.
- Nimble EscapeGoblinGrob can take the Disengage or Hide action as a bonus action on each of her turns.
Always on
- Reckless AttackLevel 2
When The first melee weapon attack on Grob's turn
Grob makes a melee weapon attack with advantage using Strength, accepting advantage on attacks against her until her next turn.
- Unarmored DefenseLevel 1
While not wearing armor, Grob's Armor Class equals 10 + her Dexterity modifier + her Constitution modifier. She can use a shield and still gain this benefit.
- Barbarian ProficienciesLevel 1
Grob has proficiency with Strength and Constitution saving throws, light armor, medium armor, shields, simple weapons, and martial weapons.
- Danger SenseLevel 2
Grob has advantage on Dexterity saving throws against effects she can see, such as traps and spells. She does not gain this benefit while blinded, deafened, or incapacitated.
- Primal Path: Path of the BerserkerLevel 3
Grob follows the Path of the Berserker, turning fury into a brutal and relentless combat style.
- DarkvisionGoblinGrob can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light, though she sees darkness in shades of gray.
- Fury of the SmallGoblinOnce per short or long rest, when Grob damages a creature with an attack or spell and the creature is larger than her, she can deal extra damage equal to her level.
- Goblin AncestryGoblinGrob speaks Common and Goblin and is Small in size.
- Ability Score IncreaseGoblinGobr's Dexterity increases by 2 and her Constitution increases by 1.
- Military RankSoldier
Grob retains the respect and authority associated with her former military service. Soldiers and veterans recognize her rank, insignia, and experience, and she can often secure basic support, shelter, or information from military organizations and sympathetic followers.
Gear
8 itemsWeapons
- GreatswordA massive two-handed martial weapon favored by Grob's circus and mercenary training.
- 2×HandaxeLight thrown weapons kept for emergencies, distractions, or enthusiastic opening salvos.
Tools
- Gaming SetA set of bone dice used for gambling and telling fortunes, although Grob understands neither activity very well.
Gear
- Explorer's PackA pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, rope, and other adventuring necessities.
- Insignia of RankA token bearing the insignia of Grob's former military organization.
- Trophy from a Fallen EnemyA battered fragment of a broken bridge from the army where Grob was once enslaved.
- Common ClothesSimple practical clothing worn beneath her armor.
Purse
- 10×Gold PiecesMoney saved from circus performances and mercenary pay.
Appearance
Grob is a wiry, broad-shouldered goblin standing just under four feet tall, with bright yellow eyes, battered ears, a crooked nose, and a grin full of sharp teeth. Her moss-green skin is marked with old lash scars and circus paint tattoos. She wears pieced-together leather armor, a faded military sash, and an enormous greatsword that seems absurdly large for her frame. Her movements are twitchy and energetic until battle begins, when she becomes terrifyingly still and focused.
Mannerisms
Grob bounces on the balls of her feet when excited, salutes at wildly inappropriate moments, and refers to her greatsword as if it were a beloved circus partner. She laughs during dangerous situations, whispers encouragement to locked doors before kicking them open, and ends important declarations with an enthusiastic nod.
Personality
Grob is reckless, cheerful, intensely curious, and almost impossible to discourage. She assumes strangers are potential friends until they prove otherwise, then gives them one more chance because she is bad at holding grudges. Beneath her impulsiveness is a deep sensitivity to cruelty and a desperate need to prove that her life belongs to her.
Ideals
Freedom. No one should be owned, ordered around, or forced to carry another person's burden. Grob fights so that every creature can choose where to stand and when to run.
Bonds
Romulus gave Grob her name, her freedom, and her first real home. She will cross any battlefield, break any chain, and challenge any monster to protect him and the mercenary company that became her family.
Flaws
Grob treats danger like an invitation and retreat like a personal insult. She is easily distracted by food, shiny objects, applause, and anyone who seems to be having more fun than she is. She often assumes that if a plan sounds suicidal, it must be the heroic option.
Quirks
Background
Grob was born in a goblin war camp and sold into slavery before she was old enough to remember her parents. Her captors used her as a beast of burden, forcing her to carry collapsible bridges, siege equipment, and ammunition behind armies that never bothered to learn her name. She survived by being too stubborn to die and too cheerful to understand when she was supposed to be afraid. During one disastrous retreat, she dropped her load, stole a soldier's helmet, and ran straight through the battlefield while everyone assumed she belonged to someone important. After escaping, Grob joined a traveling circus, where her talent for lifting absurdly heavy objects made her a popular strongman. She learned to perform for cheers instead of commands, though she still occasionally mistakes applause for an order to charge. Her life changed when she met Romulus, a mercenary captain who gave her a name and treated her as a person rather than property. Grob became fiercely loyal to him and eventually joined his company. She is reckless, impulsive, and seemingly gifted with no survival instinct, but when she draws her enormous greatsword, every foolish distraction vanishes. In the roar of battle, Grob becomes a relentless berserker who fights with terrifying joy for the people who finally gave her a place to stand.
“She survived by being too stubborn to die and too cheerful to understand when she was supposed to be afraid.”
- Background
- Soldier
Connections
Species
Goblin
Media
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