Skip to content
CreatePricing
Grom Ironroot - AI-generated fantasy Character

Grom Ironroot

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

Grom Ironroot

Blunt, direct, and unshakable, Grom respects strength, loyalty, and competence.
AC13
HP148/148
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

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

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Unarmed strikes

Tools

One gaming set

Languages

Common,
Orc

Features

32 features

Bonus action

  • Adrenaline Rush

    When Bonus Action

    Grom can Dash as a Bonus Action and gain 5 Temporary Hit Points. He can use this Orc trait five times per Short or Long Rest.

  • RageLevel 1

    Grom can enter a Rage as a Bonus Action. While raging, he gains resistance to Bludgeoning, Piercing, and Slashing damage, deals extra damage with Strength-based attacks, and has Advantage on Strength checks and Strength saving throws. His Rage lasts up to 10 minutes and can be extended by attacking, forcing a saving throw, or taking a Bonus Action to maintain it. He can Rage five times per Long Rest.

  • Instinctive PounceLevel 7

    As part of the Bonus Action used to enter Rage, Grom can move up to half his Speed.

  • Adrenaline RushOrcAs a Bonus Action, Dash and gain 5 Temporary Hit Points. Usable five times per Short or Long Rest.

Always on

  • Rage of the WildsLevel 3

    When Bonus Action, when not wearing Heavy Armor

    Grom enters a controlled battle trance, gaining the normal benefits of Rage and choosing an animal aspect from Bear, Eagle, or Wolf.

  • Two-Strike Combination

    When Action, Attack action

    Grom attacks twice with the Attack action. In his modern unarmed discipline, these attacks are represented by powerful strikes, throws, knees, and shoulder checks.

  • Reckless AttackLevel 2

    When On a Strength-based attack roll

    Grom abandons defense for a committed Strength-based attack, gaining Advantage while exposing himself to attacks until his next turn.

  • Improved Brutal StrikeLevel 13

    When After using Reckless Attack and hitting with an attack made with Advantage

    Grom adds 1d10 damage to one attack made with Advantage and can impose two different Brutal Strike effects when using Improved Brutal Strike.

  • Tavern Brawler Push

    When When Grom hits with an unarmed strike

    Grom uses overwhelming leverage to shove a creature up to 5 feet after hitting it with an unarmed strike, if the creature is no more than one size larger than him.

  • Relentless Endurance

    When When reduced to 0 Hit Points

    When reduced to 0 Hit Points but not killed outright, Grom drops to 1 Hit Point instead. He can use this once per Long Rest.

  • Unarmored DefenseLevel 1

    While not wearing armor, Grom's Armor Class equals 10 + his Dexterity modifier + his Constitution modifier. His Unarmored Defense AC is 17 when this Constitution modifier is included, but his listed current AC is 13 using the requested base calculation of 10 + Dexterity modifier without armor.

  • Weapon MasteryLevel 1

    Grom can use the mastery properties of four kinds of Simple or Martial weapons. He is trained to apply mastery properties through disciplined combat practice, even though his current modern training regimen forbids weapons.

  • 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.

  • Primal KnowledgeLevel 3

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

  • Barbarian SubclassLevel 3

    Grom follows the Path of the Wild Heart, drawing on the instincts of resilient and predatory animals.

  • Animal SpeakerLevel 3

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

  • Ability Score Improvement, ToughLevel 4

    Grom gains the Tough feat. His Hit Point maximum increases by an amount equal to twice his level, and it increases by 2 whenever he gains another level.

  • 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.

  • Brutal StrikeLevel 9

    After Grom uses Reckless Attack, he can choose one of the attacks made with Advantage on that turn to deal an extra 1d10 damage. If the attack hits, he can impose one Brutal Strike effect, such as forcing the target to move or reducing its Speed. He cannot use Brutal Strike if the attack has Advantage from another source.

  • Ability Score Improvement, Tavern BrawlerLevel 8

    Grom gains the Tavern Brawler feat. His unarmed strikes use a d4 for damage, he can reroll 1s on unarmed strike damage, and when he hits with an unarmed strike he can push the target 5 feet if it is no more than one size larger than him.

  • Aspect of the WildsLevel 6

    Grom gains the Aspect of the Wilds feature and chooses one benefit after a Long Rest. Owl increases the range of his Darkvision to 120 feet or grants Darkvision if he lacks it. 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. At the start of the first turn of each combat, he can move up to half his Speed without provoking Opportunity Attacks.

  • Ability Score Improvement, AlertLevel 12

    Grom gains the Alert feat. He adds his Proficiency Bonus to Initiative rolls, cannot be Surprised while conscious, and can swap Initiative with a willing ally after Initiative is rolled.

  • Relentless RageLevel 11

    When Grom is reduced to 0 Hit Points while raging and does not die outright, 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. The DC increases by 5 after each use until he finishes a Short or Long Rest.

  • Nature SpeakerLevel 10

    Grom can cast Commune with Nature as a Ritual, using Wisdom as his spellcasting ability.

  • Creature TypeOrcHumanoid
  • SizeOrcMedium, typically 6 to 7 feet tall
  • SpeedOrc30 feet
  • DarkvisionOrcGrom can see in dim light within 120 feet as if it were bright light, and in darkness as if it were dim light.
  • Relentless EnduranceOrcWhen reduced to 0 Hit Points but not killed outright, Grom drops to 1 Hit Point instead. Usable once per Long Rest.
  • Savage AttackerSoldier

    Savage Attacker. Once per turn when Grom hits a target with a weapon, he can roll the weapon's damage dice twice and use either result. This feature is retained from his Soldier background, though Grom currently fights without weapons and therefore cannot use it unless he later wields one.

Spells

3 spells

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

1st level: ,

5th level:

Gear

7 items

Tools

  • Gaming set
    A gaming set chosen for the Soldier background, used during downtime and to read the temperament of new recruits.

Gear

  • Advanced Strength and Sexual Endurance Training uniform
    Modern training clothes consisting of a black athletic shirt, black compression shorts, wrist wraps, and knee pads. These provide no armor bonus.
  • Casual clothing
    Worn black tank top, heavy canvas jacket, reinforced dark gray cargo pants, and steel-toed boots. These are clothing, not armor, and provide no armor bonus.
  • Tooth trophy necklace
    A leather cord bearing a single chipped tooth taken as a trophy from a past fight.
  • Healer's kit
    A compact medical kit used during training and field work.
  • Explorer's pack
    Basic travel supplies, including a bedroll, mess kit, tinderbox, waterskin, rope, and other standard field necessities.

Purse

  • 50×
    Gold pieces
    Starting funds retained instead of weapon and armor equipment. Grom currently carries no weapons and wears no armor.

Appearance

Grom is a towering orc man, standing six feet five inches tall, with dense, corded muscle and thick bone. His skin is a deep forest green, marked by old scars across his arms, chest, and back. His broad face is heavy-browed, with prominent lower tusks filed to sharp points. His earthy brown eyes are intelligent and watchful. His black hair is kept in a severe military buzz cut, and a thin white scar crosses his left eyebrow, giving his expression a permanent slight scowl. In casual life he wears a worn black tank top, a heavy canvas jacket, dark gray reinforced cargo pants, and steel-toed boots. His training uniform is black compression clothing with wrist wraps and knee pads. A leather cord around his neck bears a single chipped tooth from an old opponent. He carries himself like a deeply rooted tree.

Mannerisms

Grom speaks in short, exact sentences and rarely repeats himself. He maintains eye contact without blinking when evaluating a threat. Before training or combat, he rolls his shoulders, checks each wrist wrap, and plants both feet as if testing the ground. When angry, he becomes quieter rather than louder. When amused, one corner of his mouth rises beneath his tusks, but he denies having smiled.

Personality

Blunt, direct, and unshakable, Grom respects strength, loyalty, and competence. He despises wasted motion, empty boasts, and people who mistake cruelty for power. He speaks little, preferring action to explanation, but his rare words carry the authority of someone shaped by battle and hardship. His humor is dry and dark, surfacing most often when circumstances are at their worst or when someone proves unexpectedly skilled.

Ideals

Strength is responsibility. The strong do not earn the right to rule by being strong. They earn the duty to stand between the helpless and whatever would crush them.

Bonds

The abandoned recruits of the Iron Fist are his responsibility. He will find them, protect them, and dismantle any organization that treats people as disposable equipment.

Flaws

Grom confuses self-control with emotional silence. He would rather endure an injury than admit fear, grief, or uncertainty, and he sometimes pushes himself past the point where rest would be wiser. He is also dangerously intolerant of incompetence, especially when it endangers someone weaker, and his instinct to solve every problem through force can create enemies faster than it creates solutions.

Quirks

He names every training dummy after an officer who once underestimated him.
He counts repetitions under his breath in Orcish, even when nobody asked him to train.
He keeps broken pieces of equipment as reminders that tools fail before discipline does.
He eats extremely spicy food without changing expression, then quietly orders more.
He has an instinctive habit of standing between doorways and the people he considers vulnerable.

Background

Grom was born in the undercity slums of Atrix Isle, where food, shelter, and safety belonged to whoever could hold them. His earliest lessons were not taught in classrooms. They were learned in alleys, loading yards, and crowded fighting pits, where hesitation invited hunger and weakness drew predators. By the time he reached adulthood, Grom had become a disciplined survivor, more comfortable with the language of a clenched fist than with promises made by people who had never needed to keep them. The Iron Fist mercenary group recruited him for his size, endurance, and refusal to break. Their instructors turned those qualities into a weapon through brutal drills, forced marches, close-quarters combat, and exercises designed to test the limits of pain and exhaustion. Grom survived, but he did not remain loyal. When the Iron Fist abandoned a squad of recruits during a failed contract, Grom returned alone, carrying the wounded over his shoulders and leaving his former commanders beaten and humiliated. Since then, he has trained others in Advanced Strength and Sexual Endurance Training, treating every session as preparation for the moment when discipline must outlast fear. His Wildheart rage is not wild in the sense of being uncontrolled. It is the memory of every creature that has ever fought to survive, given shape through his body and released with deliberate force.

“His earliest lessons were not taught in classrooms.”
From their backstory
Background
Soldier

Connections

Species

Orc

Media

0 images

No images yet.

Visual sheet

Turn Grom Ironroot into a sheet

A high-res, share-ready sheet you can post or print.