KROM
KROM
Sheet
AC 12 · HP 13 · 30 ft.Saving throws
Skills
- Animal HandlingWIS
- AthleticsSTR
- InsightWIS
- IntimidationINT
- NatureINT
- PerceptionWIS
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
8 featuresAlways on
- RageLevel 1
When Bonus Action
Enter a battle fury that grants resistance to physical damage, advantage on Strength checks and saves, and increased damage with Strength-based attacks.
- Unarmored DefenseLevel 1
While you are not wearing armor, your base Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
- Weapon MasteryLevel 1
You have trained with five weapons of your choice that lack the Heavy property, or with which you have proficiency. You can use the selected weapon's mastery property. KROM has mastered the Handaxe, Javelin, Mace, Spear, and Greatclub.
- ResourcefulHumanYou gain Heroic Inspiration whenever you finish a Long Rest.
- SkillfulHumanYou gain proficiency in one skill of your choice. KROM is proficient in Insight.
- VersatileHumanYou gain one Origin feat of your choice. KROM has the Tough feat.
- ToughHumanYour Hit Point maximum increases by 2, and it increases by 2 again whenever you gain a level.
- Military RankSoldier
You can recognize the insignia, rank, and bearing of military organizations, and you can find basic shelter and aid from members of military organizations, provided that aid does not endanger them or their organization.
Gear
7 itemsWeapons
- GreataxeA massive two-handed axe used for breaking enemy lines.
- 4×HandaxeLight throwing axes, balanced for both close combat and ranged attacks.
- SpearA simple soldier's spear, useful as a weapon, walking staff, or camp standard.
Tools
- Gaming SetA gaming set learned during long watches and barracks duty.
Gear
- Explorer's PackA sturdy pack containing bedroll, mess kit, tinderbox, waterskin, rope, rations, and basic travel gear.
- Soldier's InsigniaA military-issued cloak and worn field uniform, both repeatedly repaired.
Purse
- 15×Gold PiecesA purse containing the character's remaining starting funds.
Appearance
KROM is a broad-shouldered human man with a powerful, practical build, weather-browned skin, and close-cropped dark hair threaded with a few premature silver strands. He wears his clothing as if every piece has already survived a campaign, with carefully repaired seams, reinforced knees, and a faded red scarf tied around one wrist. His old army greatcoat is slightly too large through the shoulders, but the brass buttons are polished obsessively. Before he speaks, he takes a slow breath through his nose and clicks his tongue once, as though measuring whether words are worth the effort. His hands are callused from weapons practice, wagon work, and years of gripping rough spear shafts.
Mannerisms
KROM pauses before answering, inhales through his nose, and clicks his tongue once. He counts doorways, windows, and visible exits without appearing to look. When listening, he folds his arms over his chest and leans forward like a shield being planted.
Personality
KROM is reserved, observant, and unexpectedly considerate. He speaks in short, deliberate sentences, but he remembers who is tired, who has not eaten, and which member of a group is pretending not to be afraid. He dislikes boasting and prefers people who demonstrate their character through consistent action. Around a campfire, he becomes a dry storyteller with a talent for making army bureaucracy sound like epic tragedy.
Ideals
Protection. Strength is not a privilege to display. It is a tool for standing between the helpless and whatever is coming for them.
Bonds
The civilians of Bracken Ford survived because KROM refused to leave them behind. He sends part of every reward to help rebuild their homes, and he will answer any call for aid from the families who remember him.
Flaws
KROM has little patience for hesitation, especially when someone else is in danger. He can mistake caution for cowardice and authority for competence, and once he decides that a person has failed those tests, he is slow to forgive them.
Quirks
Background
KROM was born in a river town where human families measured time by floods, harvests, and the arrival of military caravans. He enlisted young, not from patriotism, but because the army offered regular meals and a place where his size could be useful. He became a camp guard, then a shock fighter, learning to hold a line when everyone else wanted to run. His commanders valued his endurance, while his comrades learned that the quiet man with the oversized coat would put himself between danger and anyone carrying a pack too heavy for them. His final campaign ended when his unit was ordered to abandon a village during a retreat. KROM disobeyed, buying time for civilians to escape and earning a dishonorable discharge for refusing a direct order. He has never regretted the choice, though he still dreams of the soldiers he could not save. Now he travels as a sellsword and caravan guard, carrying the army's lessons into a wider world. He believes discipline is valuable, but only when it serves people rather than power.
“He enlisted young, not from patriotism, but because the army offered regular meals and a place where his size could be useful.”
- Background
- Soldier
Connections
Species
Human
Media
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