Graknar Ironhand
Graknar Ironhand
Sheet
AC 21 · HP 175 · 35 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- InsightWIS
- PerceptionWIS
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
15 featuresAction
- Extra AttackLevel 5
You can attack twice instead of once whenever you take the Attack action.
Bonus action
- Cunning ActionLevel 2
Bonus action to Dash, Disengage, or Hide.
- Fast HandsLevel 3
You can use the Bonus Action granted by Cunning Action to take the Search or Move an Object action, or use Thieves' Tools to pick a lock or disarm a trap.
- Fisticuffs (d8)Level 1
You can roll a d8 for unarmed strikes. Gain Bonus Unarmed Strike as a bonus action.
- TraitOrcAdrenaline Rush (Dash as a Bonus Action and gain 12 Temp HP, 6/long rest)
Always on
- Sneak AttackLevel 1
Once per turn, deal an extra 7d6 damage to one creature you hit with an attack if you have advantage or if an ally is within 5ft of the target and you don't have disadvantage.
- Uncanny DodgeLevel 5
Use reaction to halve damage from an attack you can see.
- Reliable TalentLevel 7
Whenever you make an ability check that lets you add your Proficiency Bonus, you can treat a d20 roll of 9 or lower as a 10.
- Use Magic DeviceLevel 13
You can attune to up to four magic items at once. You can use Spell Scrolls of any level using your Intelligence.
- Moxie (6 Points)Level 2
Spend Moxie to use Brace Up, One-Two Punch, or Stick and Move.
- HaymakerLevel 5
Spend 1 Moxie on a hit to deal maximum damage with an unarmed strike or pugilist weapon.
- TraitOrcDarkvision (60 ft.)
- TraitOrcPowerful Build
- TraitOrcRelentless Endurance
- AlertCriminal
You gain a +6 bonus to Initiative rolls and can swap your initiative with a willing ally.
Spells
Spellcasting. Graknar Ironhand casts with Intelligence (spell save DC 18, to hit with spell attacks).
Gear
5 itemsWeapons
- 4×DaggersEasily concealed, 1d4 piercing, finesse, light, thrown.
Armor
- Studded Leather ArmorWorn beneath common clothes.
Tools
- Thieves' ToolsA set of tools for lockpicking and trap disarming.
Gear
- CrowbarGrants advantage on Strength checks to pry things open.
- Vial of Blue Mana ResidueA souvenir from the Atrix Web conduits.
Appearance
Graknar is a towering Orc with slate-grey skin and a physique that looks like it was carved from the very rock of Atrix. Her tusks are capped with polished gold, matching the trim on her practical, sapphire-blue tinted leather gear. Her arms are corded with muscle and crisscrossed with scars from the Low-Hum fighting pits. She moves with a deceptive, liquid grace that contradicts her size, always appearing to vibrate slightly as if tuned to the central Wellspring. Her hair is kept in tight, dark braids pinned close to her skull.
Mannerisms
Graknar maintains constant eye contact during a fight, rarely blinking. She has a habit of adjusting her gold-capped tusks with her thumb when she is thinking.
Personality
Graknar is a woman of few words and decisive actions. She views the world through the lens of a predator who has lived long enough to appreciate the value of a clean getaway. She is pragmatic, often cold, but possesses a dry, biting wit that surfaces when the stakes are high. She respects strength and efficiency above all else and has zero patience for the flowery politics of the Atrix nobility.
Ideals
Efficiency. If a door can be unlocked, unlock it. If it cannot, break the person holding the key.
Bonds
The Wellspring is my home, and the Hum is my heartbeat. I will see the city thrive, even if I have to burn its masters to do it.
Flaws
I am prone to fits of arrogance when my physical strength is challenged, and I often prefer a punch to a parley.
Quirks
Background
Born in the subterranean guts of Wellspring, Graknar spent her youth in the shadow of gold-plated skyscrapers, listening to the Hum that never stops. She began her career in the illegal fighting circuits of the Central Continent, where she was known as the 'Ghost of the Circle' for her ability to disappear between punches. She learned quickly that brute force wins rounds, but cleverness wins freedom. She moved from the pits to the criminal underworld, utilizing her size to intimidate and her rogue training to penetrate the most secure mana vaults in the city. Her reputation as a fixer who can both bypass a lock and snap a neck made her a legend among the eleven continents. Now, she operates as a freelance asset, a shadow in a city of brilliant sapphire light. She is one of the few who knows the secret tunnels that run parallel to the ley lines, allowing her to move through the heart of the world unseen.
“She learned quickly that brute force wins rounds, but cleverness wins freedom.”
- Background
- Criminal
Connections
Species
Orc
Media
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