Groth Ironbrow
Groth Ironbrow
Sheet
AC 17 · HP 25 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- InvestigationINT
- PerceptionWIS
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
13 featuresBonus action
- Second WindLevel 1
You have a limited well of stamina that you can draw on. Bonus action to regain 1d10 + 3 HP. 2 uses per Short or Long Rest.
- TraitOrcAdrenaline Rush (Bonus Action Dash + 4 Temp HP, 2/day)
Always on
- Fighting Style: DefenseLevel 1
You gain a +1 bonus to Armor Class while you are wearing armor.
- Weapon MasteryLevel 1
You can use the mastery properties of Greatswords (Graze), Longbows (Slow), and Warhammers (Push).
- Action SurgeLevel 2
Once per Short or Long rest, you can take one additional action on your turn.
- Tactical MindLevel 2
When you fail an Ability Check, you can expend a use of Second Wind to add 1d10 to the roll. The use is only expended if the check then succeeds.
- Combat SuperiorityLevel 3
You have 4 Superiority Dice (d8s). You know the Menacing Attack, Trip Attack, and Precision Attack maneuvers. DC 12.
- Tactical ShiftLevel 3
When you use Second Wind, you can move up to half your speed without provoking opportunity attacks.
- Student of WarLevel 3
You gain proficiency with Mason's Tools.
- TraitOrcDarkvision (120 ft)
- TraitOrcPowerful Build
- TraitOrcRelentless Endurance (Once per Long Rest, drop to 1 HP instead of 0)
- Origin Feat: AlertCriminal
You gain a +2 bonus to Initiative (Proficiency Bonus). You can also swap your initiative with a willing ally at the start of combat.
Gear
7 itemsWeapons
- GreatswordA massive two-handed sword. Graze property deals 2 damage on a miss.
- LongbowRange 150/600. Slow property reduces target speed by 10 feet on a hit.
- 2×DaggerFinesse, light weapon. Can be thrown.
Armor
- Chain MailHeavy armor offering AC 16. Includes a hood of mail.
Tools
- Thieves' ToolsA set of picks and small tools for picking locks.
Gear
- 20×ArrowsProjectiles for a bow.
- CrowbarGrants advantage on Strength checks where leverage is applied.
Appearance
Groth is a hulking orc with skin the color of hammered slate and eyes like burning coals. He wears well-maintained, blackened chain mail that is surprisingly muffled for a man of his size. Unlike most of his kin, his hair is neatly tied back in a warrior's knot, and he carries a Greatsword that is etched with tactical markings.
Mannerisms
He has a habit of tapping a rhythmic pattern on his gauntlets when he is thinking, as if measuring the tempo of an upcoming fight.
Personality
I am a student of war and structure. Every lock is a riddle, every battle is a geometric problem. I speak only when necessary and prefer the quiet scraping of a whetstone over the rowdy boasting of the tavern.
Ideals
Strategy. A battle is won long before the first blow is landed through superior positioning and careful observation.
Bonds
I still look for the turncoat who sold out my former crew. I do not seek revenge out of anger, but to correct a fatal error in my history.
Flaws
I trust my own calculations above all else and rarely listen to the 'intuition' of others.
Quirks
Background
Groth was never suited for the chaotic raiding parties of his tribe. He possessed a mind for architecture and planning that his elders mistook for cowardice. Banished at a young age, he found a new home in the criminal syndicates of the southern ports. There, he became a specialist, a 'ghost' in heavy armor who could breach a manor house or a vault with surgical precision. He learned that fear is a tool and silence is a weapon. His criminal career came to a sharp halt when his syndicate was betrayed from within. Groth was the only one who calculated the escape route correctly, leaving his comrades behind to save himself. Since then, he has lived as a mercenary for hire. He treats every contract with the professional coldness of a master mason building a cathedral. He does not kill for bloodlust, he kills because it was the logical conclusion of the engagement. Now, Groth seeks to test his theories of combat in the wider world. He carries his thieves' tools alongside his greatsword, viewing them as two halves of the same trade. To Groth, life is a series of fortifications, and he is the one born to dismantle them piece by piece.
“He possessed a mind for architecture and planning that his elders mistook for cowardice.”
- Background
- Criminal
Connections
Species
Orc
Media
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