Bromm Ironroot
Bromm Ironroot
Sheet
AC 14 · HP 83 · 30 ft.Saving throws
Skills
- Animal HandlingWIS
- ArcanaINT
- HistoryINT
- InsightWIS
- NatureINT
- PerceptionWIS
Armor
Weapons
Tools
Languages
Features
21 featuresBonus action
- TraitDwarfStonecunning, as a bonus action you gain Tremorsense 60 feet for 10 minutes while on or touching stone, usable a number of times equal to your proficiency bonus per Long Rest
Always on
- Wild ShapeLevel 2
When Bonus Action
Shift into a Beast form you have learned, usually with all the urgency of changing boots for a wet trail.
- Moonlight StepLevel 10
When Bonus Action
Teleport up to 30 feet to an unoccupied space you can see, then gain advantage on your next attack roll before the end of the turn.
- Primal Strike
When On hit, once per turn
Once on each of your turns, add 1d8 Cold, Fire, Lightning, or Thunder damage when you hit with a weapon attack or Beast form attack.
- DruidicLevel 1
You know Druidic, the secret language of druids, and you always have the Speak with Animals spell prepared.
- Primal OrderLevel 1
You choose Warden. You gain proficiency with martial weapons and training with medium armor.
- Wild CompanionLevel 2
You can summon a Fey spirit in animal form by expending a spell slot or a use of Wild Shape to cast Find Familiar without material components. The familiar disappears when you finish a Long Rest.
- Druid SubclassLevel 3
You gain a Druid subclass. As a Circle of the Moon druid, your Wild Shape is reinforced by lunar magic and beast-to-beast combat specializations.
- Ability Score ImprovementLevel 4
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
- Wild ResurgenceLevel 5
Once on each of your turns, if you have no uses of Wild Shape left, you can restore one by expending a spell slot. In addition, you can expend one use of Wild Shape to regain a level 1 spell slot, but only once per Long Rest.
- Improved Circle FormsLevel 6
Your beast forms become sturdier and deadlier. While in Wild Shape, you can choose for your attacks to deal their normal damage type or Radiant damage. You also add your Wisdom modifier to Constitution saving throws.
- Elemental FuryLevel 7
You gain one of the Elemental Fury options. You choose Primal Strike. Once on each of your turns when you hit with a weapon attack or a Beast form attack, you can deal an extra 1d8 Cold, Fire, Lightning, or Thunder damage.
- Ability Score ImprovementLevel 8
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
- Circle of the Moon SpellsLevel 9
Your subclass deepens its lunar combat training. You always have the Circle of the Moon spells granted by your subclass prepared, and your Wild Shape forms continue to scale with your druid level.
- Creature TypeDwarfHumanoid
- SizeDwarfMedium
- SpeedDwarf30 feet
- TraitDwarfDarkvision 120 feet
- TraitDwarfDwarven Resilience, resistance to Poison damage and advantage on saving throws to avoid or end the Poisoned condition
- TraitDwarfDwarven Toughness, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level
- Scholar's LoreSage
Decades of study have taught him where to find obscure lore, who in a settlement is likely to know a useful fragment of history, and how to recognize when a question matters more than the answer first suggests.
Spells
7 spellsSpellcasting. Bromm Ironroot casts with Wisdom (spell save DC 15, to hit with spell attacks).
Cantrips (at will): , , , ,
1st level (4 slots): ,
2nd level (3 slots): no spells
3rd level (3 slots): no spells
4th level (3 slots): no spells
5th level (2 slots): no spells
Gear
11 itemsWeapons
- ScimitarA simple curved blade kept for close work when claws are not enough.
- QuarterstaffA quarterstaff carried for walking, defense, and ritual use.
Armor
- Wooden ShieldA sturdy wooden shield, used in the field and worn smooth by weather.
- Leather ArmorLight armor made from toughened hide, practical and nonmetallic.
Tools
- Calligrapher's SuppliesPaper and ink for recording discoveries and copying citations.
Gear
- Druidic FocusSpellcasting focus carved from rootwood and bound with antler cord.
- Explorer's PackStandard travel kit for a druid, including bedroll, rations, and wilderness gear.
- RobeA weathered scholarly robe suited for travel and study.
- Book of HistoryA book containing historical notes and field observations.
- 8×ParchmentLoose parchment sheets kept for notes, maps, and citations.
Purse
- 8×Gold PiecesTravel money from his scholarly background.
Appearance
A broad, barrel-chested dwarf built as wide as he is tall, with a weathered face, thick hands, and a gut earned from honest meals and harder work. He wears layered furs of wolf, bear, skunk, and a few squirrel pelts woven in almost as an afterthought, all practical, all well used. His beard is kept in tidy braids with bits of carved wood and bone tucked in like workshop tags. In motion he looks solid and deliberate, like a stone block that learned to walk.
Mannerisms
He speaks in short, practical sentences and often gestures as if measuring timber or inspecting a joint. When uncertain, he hums through his beard and taps a thumb against one knuckle, like a man checking the grain of a board. Before a fight or a hard job, he often says, 'Right then, let us put the bear on,' as if reaching for a tool chest.
Personality
Gruff, steady, and dryly funny, Bromm treats most problems like maintenance work that has gotten out of hand. He is hard to impress, harder to surprise, and deeply reliable once he decides you are his responsibility. He respects competence more than status, and has a habit of speaking about impossible feats as if they were ordinary chores. His humor is blunt, deadpan, and often delivered at exactly the moment it is least expected.
Ideals
Duty. Every skilled hand has a place in a living community, whether that hand hammers steel, tends roots, or bears claws for a few heartbeats. If the clan has trained him for this work, then doing it well is a matter of honor.
Bonds
The Steinwald clan is his home, his duty, and his reference point for every sensible decision. He carries a carved rootwood tally of the keepers who came before him, and he intends to add his own mark to that line of service with no shame and no shortcuts. He also owes his uncle, the one who trained him, a debt of gratitude he rarely says aloud.
Flaws
He is dismissive of anything he considers ceremonial fluff, and that makes him slow to notice when other people need reverence more than efficiency. He can be stubborn to the point of refusing a better-looking solution if the old one has already proven itself. He also underestimates how unsettling it is to watch him shift forms without drama, which can make him seem colder than he means to be.
Quirks
Background
Bromm was born beneath the black roots of the Steinwald, where his clan's halls are dug not through bare stone alone, but through living earth wrapped around ancient firs. His family have served as keepers for four generations, druids by trade as much as by creed. His father shaped timber, his mother tended seed vaults and root cellars, and Bromm was apprenticed to an uncle who taught him the daily craft of reading tracks, mending blight, calming beasts, and, when necessary, putting the bear on. To the Steinwald clan, this was never mystical. It was work. Necessary, specialized work, no different in dignity from smithing or quarrying, only with more mud and more teeth. He learned early that Wild Shape was not a revelation, only a tool that happened to come with a pulse. When a badger tunnel collapsed or a winter wolf crossed the lower terraces, Bromm did not wait for inspiration. He stepped aside, cracked his neck, and got the job done. His mastery of the Circle of the Moon came through repetition, discipline, and a thousand small corrections from elder kin, not through visions or tears under starlight. He can still quote the old clan catalog of beasts the way a cooper names staves. His scholarship at the monastery-schools outside the forest came later, when the clan sent him to learn old maps, lost rites, and the habits of enemies that do not belong in any forest at all. He returned with a head full of names, a sharper tongue, and the same practical hands. Now he travels because the Steinwald has begun to show signs it should not. Roots buckle where they should not, game moves wrong, and old stone under the trees hums with a pressure that feels less like weather and more like a warning. Bromm has no patience for grand destiny, only for problems that grow teeth if ignored. If the work requires a bear, he puts on a bear. If it requires a wolf, he puts on a wolf. If it requires a book, he opens the book first and saves everyone time.
“His family have served as keepers for four generations, druids by trade as much as by creed.”
- Background
- Sage
Connections
Species
Dwarf
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