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Grom Ironroot - AI-generated fantasy Character

Grom Ironroot

Orc · Barbarian (Wildheart) · Level 13 · Soldier

Grom Ironroot

Blunt, direct, and unshakable.
AC13
HP148/148
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 148 · 50 ft.
AlignmentTrue NeutralGenderMaleAge38 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRCONDEXINTWISCHA

Skills

  • Animal HandlingWIS
  • AthleticsSTR
  • IntimidationCHA
  • NatureINT
  • PerceptionWIS
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

One gaming set of choice, selected as a deck of playing cards

Languages

Common,
Orc

Features

30 features

Bonus action

  • RageLevel 1

    Grom can enter a Rage as a Bonus Action. While raging, he gains the Barbarian Rage benefits, including extra damage on Strength-based attacks, resistance to bludgeoning, piercing, and slashing damage, and advantage on Strength checks and saving throws. He can Rage a number of times determined by his Barbarian level and regains all expended uses after a Long Rest.

  • Adrenaline RushOrcAs a Bonus Action, Grom can take the Dash action and gain temporary Hit Points equal to his Proficiency Bonus. He can use this trait five times and regains all expended uses after a Short or Long Rest.

Reaction

  • Relentless RageLevel 11

    When Grom fails a Constitution saving throw while Raging, he can use a Reaction to reroll it. If the reroll succeeds, his Rage does not end because of that failed save. He can use this feature once per Rage.

Always on

  • Controlled Rage

    When Bonus Action

    Grom enters a controlled battle trance, gaining the benefits of Rage and choosing his Wild Heart adaptations.

  • Iron Fist Combination

    When Attack action while Raging

    Grom uses a sudden burst of disciplined violence to strike twice and apply Brutal Strike effects.

  • Undercity Charge

    When After moving at least 10 feet toward a target

    Grom lowers his center of gravity and drives forward with overwhelming force, using his strength to shove or break through an obstacle.

  • Last Recruit Standing

    When Reduced to 0 Hit Points or failed Constitution save while Raging

    Grom refuses to stay down, drawing on stubborn endurance to remain standing after a devastating blow.

  • Weapon MasteryLevel 1

    Grom has mastered four weapon kinds, allowing him to use their Weapon Mastery properties. His modern setting prevents him from carrying weapons, but the training remains part of his rules profile.

  • Unarmored DefenseLevel 1

    While not wearing armor, Grom's Armor Class equals 10 + his Dexterity modifier + his Constitution modifier. His calculated unarmored Armor Class is 17 under the 2024 Barbarian Unarmored Defense rule.

  • 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.

  • Reckless AttackLevel 2

    Grom can give himself Advantage on a Strength-based attack roll. Attack rolls against him have Advantage until the start of his next turn. In 2024 rules, this feature applies while he is not wearing Heavy armor.

  • Primal KnowledgeLevel 3

    Grom gains proficiency in one additional skill from the Barbarian skill list. His Primal Knowledge also allows him to use Strength for certain Barbarian skill checks when he is Raging.

  • Rage of the WildsLevel 3

    Grom follows the Wild Heart, choosing animal aspects when he enters Rage. His primal instincts can provide exceptional resilience, mobility, or tactical awareness depending on the aspects selected.

  • 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.

  • Feral InstinctLevel 7

    When Grom rolls Initiative, he can regain one expended use of Rage. He also has Advantage on Initiative rolls.

  • Instinctive PounceLevel 7

    Immediately after rolling Initiative, Grom can move up to half his Speed as part of that Initiative. This movement can occur before the first turn of combat.

  • Brutal StrikeLevel 9

    When Grom makes a Reckless Attack and hits with a Strength-based attack using a weapon or an Unarmed Strike, he can forgo one damage die to use a Brutal Strike effect, such as Forceful Blow or Hamstring Blow.

  • Aspect of the WildsLevel 10

    Grom can choose an additional Wild Heart animal aspect when he enters Rage. The chosen aspect can be different each time he Rages, allowing him to adapt his primal abilities to the situation.

  • Improved Brutal StrikeLevel 13

    Grom can use two Brutal Strike effects whenever he uses Brutal Strike, provided he meets the requirements for both effects.

  • Ability Score ImprovementLevel 4

    Grom received Ability Score Improvements or eligible feats at Barbarian levels 4, 8, and 12. His listed final ability scores include all chosen increases.

  • Ability Score ImprovementLevel 8

    Grom received an additional Ability Score Improvement or eligible feat at Barbarian level 8. His listed final ability scores include this choice.

  • Ability Score ImprovementLevel 12

    Grom received an additional Ability Score Improvement or eligible feat at Barbarian level 12. His listed final ability scores include this choice.

  • Wildheart AdaptationLevel 6

    Grom's Wild Heart training grants him a primal adaptation that enhances his physical capabilities and reflects his bond with the animal instincts of the wild.

  • Creature TypeOrcHumanoid.
  • SizeOrcMedium, typically between 6 and 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. He cannot discern color in darkness, only shades of gray.
  • Relentless EnduranceOrcWhen reduced to 0 Hit Points but not killed outright, Grom can drop to 1 Hit Point instead. Once used, this trait is unavailable until he finishes a 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 total, adding the relevant modifier as normal.

Gear

8 items

Gear

  • Black sleeveless shirt
    Worn, durable clothing suitable for modern urban work and combat training.
  • Canvas jacket
    Heavy canvas jacket with reinforced seams, scuffed from field work.
  • Cargo pants
    Reinforced dark-gray cargo pants with multiple utility pockets.
  • Combat boots
    Heavy steel-toed combat boots.
  • Training uniform
    Black compression shorts and a matching athletic shirt for training sessions.
  • Training protections
    Leather wrist wraps and protective knee pads used during sparring.
  • Tooth trophy necklace
    A simple leather cord bearing one chipped tooth taken from a past opponent.
  • Personal effects and savings
    Basic modern personal effects and 50 GP equivalent in available funds, representing the Soldier background's equipment choice B.

Appearance

Grom is a towering orc man, standing six feet five inches tall, built from dense, corded muscle and thick bone. His skin is deep forest green, marked by old scars that cross his arms, chest, and back. His broad, heavy-browed face is dominated by prominent lower tusks with filed ivory tips. His eyes are deep earthy brown, intelligent and watchful. His black hair is shaved into a severe military buzz cut, and a thin white scar crosses his left eyebrow, pulling his expression into a permanent slight scowl. In casual settings, he wears a worn black sleeveless shirt, a heavy canvas jacket, reinforced dark-gray cargo pants, and steel-toed boots. A leather cord around his neck holds a single chipped tooth. During training, he wears black compression shorts, a matching athletic shirt, wrist wraps, knee pads, and clean combat boots. His posture is solid and grounded, like a deeply rooted tree.

Mannerisms

Grom speaks in short, deliberate sentences and rarely repeats himself. He rolls his shoulders before making a difficult decision, taps the chipped tooth at his throat when remembering the Iron Fist, and instinctively checks exits whenever he enters a room. During stressful moments, he performs silent military stretches or flexes his hands as if preparing for a drill.

Personality

Blunt, direct, and unshakable. Grom respects strength, loyalty, and competence, and despises wasted motion, empty threats, and performative bravado. He speaks little, preferring decisive action, but his words carry the authority of someone shaped by real violence. Beneath his severity is a dry, dark humor that appears during extreme stress or whenever someone demonstrates unexpected skill.

Ideals

Strength exists to protect the powerless, not to decorate the powerful. Loyalty must be earned through action, and competence is a form of respect.

Bonds

The forgotten people of Atrix Isle are still his responsibility. He protects anyone being exploited by an organization that treats bodies as disposable equipment, especially former recruits of the Iron Fist.

Flaws

Grom assumes competence must be proven through hardship, which makes him dismissive of people who need encouragement or second chances. Once he commits to a course of action, he can mistake stubbornness for discipline. He also has difficulty accepting orders from anyone who has not personally shared the risks they impose on others.

Quirks

Names every training drill after an animal, even when nobody asks.
Keeps the chipped tooth polished with the corner of his shirt.
Quietly counts footsteps when walking behind someone.
Calls reckless optimism an expensive form of cardio.
Leaves the strongest chair in any room empty until everyone else has chosen a seat.

Background

Grom was raised in the undercity slums of Atrix Isle, where food, shelter, and respect were all taken by force. As a young orc, he learned to measure people by what they did under pressure. He joined the Iron Fist mercenary group because it offered structure, regular meals, and a place where his strength could become something more than survival instinct. Their instructors turned recruits into weapons through relentless drills, punishing exercises, and battles that left little room for hesitation. Grom endured, learned, and eventually became one of their most efficient enforcers. He left the Iron Fist after being ordered to break a strike by workers who reminded him too much of the people he had grown up among. Grom refused the order, defeated the officer sent to enforce it, and walked away with nothing but his clothes, his training gear, and the chipped tooth he kept as a reminder of the last fight he fought for someone else's cause. Now he works as a modern combat instructor and crisis specialist, training recruits in Advanced Strength and Sexual Endurance Training while taking assignments that require discipline, courage, and someone willing to stand between vulnerable people and violence. His Wildheart rage is not mindless fury. It is the disciplined release of the animal instincts he spent years learning to command.

“As a young orc, he learned to measure people by what they did under pressure.”
From their backstory
Background
Soldier

Connections

Species

Orc

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