Skip to content
CreatePricing
Jorgrim - AI-generated fantasy Character

Jorgrim

Goliath · Paladin (Oath of Vengeance) · Level 10 · Acolyte

Jorgrim

Jorgrim is blunt, exuberant, and intensely protective of anyone he considers part of his traveling clan.
AC18
HP84/84
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 84 · 30 ft.
AlignmentChaotic NeutralGenderMaleAge36 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • ArcanaINT
  • AthleticsSTR
  • DeceptionSTR
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureWIS
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Heavy armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

None

Languages

Common,
Giant,
Celestial

Features

19 features

Bonus action

  • Divine SenseLevel 1

    When Bonus action

    As a bonus action, Jorgrim can open his awareness to detect celestials, fiends, and undead within 60 feet until the end of his next turn. He can use this four times per long rest.

Reaction

  • Stone's EnduranceGoliathAs a reaction, Jorgrim can reduce damage from an attack by 1d12 + 2. He can use this trait once per short or long rest.

Always on

  • Lay on HandsLevel 1

    When Action

    Jorgrim touches a creature to restore hit points from a pool of 50 points per long rest. He can spend 5 points to cure one disease or neutralize one poison.

  • Divine SmiteLevel 2

    When After hitting with a melee weapon attack

    After hitting with a melee weapon attack, Jorgrim expends a spell slot to deal 2d8 radiant damage with a 1st-level slot, plus 1d8 per slot level above 1st, up to 5d8. Add 1d8 against undead or fiends.

  • Extra AttackLevel 5

    When Attack action

    Jorgrim makes two melee weapon attacks when he takes the Attack action.

  • Channel DivinityLevel 3

    When Action or bonus action, depending on option

    Jorgrim can use Abjure Enemy or Vow of Enmity once per short or long rest.

  • Cleansing TouchLevel 6

    When Action

    Jorgrim touches a creature to end one spell affecting it. He can use this three times per long rest.

  • Fighting Style, DefenseLevel 2

    Jorgrim gains a +1 bonus to attack rolls with melee weapons because he selected the Defense fighting style while wearing armor.

  • SpellcastingLevel 2

    Jorgrim is a 5th-level spellcaster for determining spell slots. Charisma is his spellcasting ability. He prepares seven paladin spells, and his oath spells are always prepared.

  • Sacred Oath, Oath of VengeanceLevel 3

    Jorgrim swears the Oath of Vengeance and gains the Channel Divinity options Abjure Enemy and Vow of Enmity.

  • Divine HealthLevel 3

    Jorgrim is immune to disease.

  • Oath SpellsLevel 3

    Jorgrim can summon a celestial, fiend, or fey spirit in the form of a loyal steed by casting the find steed spell. His oath spells include bane and hunter's mark at 3rd level, hold person and misty step at 5th level, protection from energy and haste at 9th level, and banishment and dimension door at 13th level.

  • Divine Smite, Improved Spellcasting ProgressionLevel 5

    Jorgrim's melee weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

  • Aura of ProtectionLevel 6

    Jorgrim and each friendly creature within 10 feet gain a bonus to saving throws equal to his Charisma modifier, +2. A creature must be conscious to gain this bonus.

  • Aura of CourageLevel 10

    Jorgrim and each friendly creature within 10 feet cannot be frightened while Jorgrim is conscious.

  • Powerful BuildGoliathJorgrim counts as one size larger when determining carrying capacity and the weight he can push, drag, or lift.
  • Mountain BornGoliathJorgrim has resistance to cold damage and is naturally adapted to high altitude, including elevations above 20,000 feet.
  • Natural AthleteGoliathJorgrim has proficiency in the Athletics skill.
  • Shelter of the FaithfulAcolyte

    Jorgrim can usually find shelter, food, and basic support at temples, shrines, and other religious communities devoted to his faith or an allied faith. Clergy will provide reasonable assistance, though they will not endanger themselves for him.

Spells

15 spells

Spellcasting. Jorgrim casts with Charisma (spell save DC 14, to hit with spell attacks).

1st level (4 slots): , , , , ,

2nd level (3 slots): , , , ,

3rd level (2 slots): ,

4th level: ,

Gear

11 items

Weapons

  • Longsword
    A martial one-handed weapon used with his shield.
  • 5×
    Javelin
    Thrown weapons used for ranged attacks.

Armor

  • Chain mail
    Heavy armor providing AC 16. Jorgrim's Defense fighting style increases his AC by 1 while wearing armor.
  • Shield
    A shield painted with a cracked silver sun. It grants +2 AC.

Gear

  • Priest's pack
    Includes a backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.
  • Holy symbol
    A symbol representing Jorgrim's faith and the sacred flame of his monastery.
  • Prayer book
    A small book containing prayers, rites, and fragments of monastery doctrine.
  • 5×
    Incense
    Used in religious ceremonies.
  • Vestments
    Ceremonial clothing worn during rites.
  • Common clothes
    Simple travel clothing.

Purse

  • 15×
    Gold pieces
    Starting currency from the acolyte background.

Appearance

Jorgrim is a massive goliath standing over seven feet tall, with slate-gray skin marked by pale natural patterns across his shoulders and jaw. His long black hair is braided with copper prayer rings, and one broken tusk-shaped tooth gives his grin a dangerous asymmetry. He wears battered chain mail beneath a broad shield painted with a cracked silver sun. His holy symbol hangs from a length of climbing rope around his neck, and his eyes are an unusual icy blue that rarely remain still.

Mannerisms

Jorgrim taps his holy symbol against his shield before making a serious decision. He addresses campfires as if they are listening priests, pauses before entering any doorway, and laughs loudly at inappropriate moments when he is uncertain what to say.

Personality

Jorgrim is blunt, exuberant, and intensely protective of anyone he considers part of his traveling clan. He treats sermons as challenges, challenges as invitations, and invitations as binding promises. He loves grand gestures, terrible jokes, and contests of strength, but he becomes unexpectedly gentle around the sick, the grieving, and anyone who has been abandoned by their community.

Ideals

Freedom. A law that protects the wicked is a chain, and chains are meant to be broken. The only judgment that matters is whether the helpless are safer because I acted.

Bonds

The sacred flame stolen from his mountain shrine must be recovered, and the dead priest who entrusted it to him must not be forgotten.

Flaws

Jorgrim confuses defiance with courage and becomes reckless when someone invokes rules or authority to excuse cruelty. He is quick to promise impossible things, slow to admit fear, and secretly terrified that without his oath he is nothing more than a strong body carrying someone else's sacred burden.

Quirks

He names every weapon he carries, but changes the names whenever he loses a fight.
He collects small stones from places where someone made a courageous choice.
He insists that every meal begin with a toast to the dead, even when nobody knows who they were.
He sleeps with one hand wrapped around his holy symbol.
He considers polite silence during an argument to be suspicious behavior.

Background

Jorgrim was born among a highland goliath clan that measured worth through endurance, daring, and the stories earned by surviving both. As a young hunter, he found a half-buried shrine after an avalanche and discovered the remains of a forgotten priest who had died protecting a sacred flame. Jorgrim carried the flame to a mountain monastery, where the acolytes took him in. He learned prayers, funerary rites, and the discipline of the paladin, though he never became comfortable with the monastery's careful rules or its insistence that every action have a sanctioned purpose. When raiders desecrated the shrine and stole the sacred flame, Jorgrim swore an oath of vengeance against those responsible. He left the monastery with a shield, a prayer book, and more confidence than patience. He believes justice is a living thing that must be pursued rather than merely preached, and he is willing to take dangerous shortcuts when laws, nobles, or priests stand in the way. Despite his irreverence toward institutions, he remains deeply devoted to the people his faith is meant to protect. Jorgrim now travels as a wandering champion, hunting the raiders, recovering lost relics, and collecting new stories that may one day become his final prayer.

“Jorgrim carried the flame to a mountain monastery, where the acolytes took him in.”
From their backstory
Background
Acolyte

Connections

Species

Goliath

Media

0 images

No images yet.

Visual sheet

Turn Jorgrim into a sheet

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