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Grom Ironfist - AI-generated fantasy Character

Grom Ironfist

Orc · Barbarian (Path of the Wild Heart) · Level 13 · Soldier

Grom Ironfist

Blunt, disciplined, and intensely practical, Grom prefers action to conversation and results to ceremony.
AC17
HP148/148
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 17 · HP 148 · 40 ft.
AlignmentNeutral GoodGenderMaleAge34 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionSTR
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Unarmed strikes

Tools

One Gaming Set,
Land Vehicles

Languages

Common,
Orc

Features

25 features

Action

  • Extra AttackLevel 5

    You can attack twice, instead of once, whenever you take the Attack action on your turn.

Bonus action

  • RageLevel 1

    You can enter a Rage as a Bonus Action. While raging, you gain resistance to Bludgeoning, Piercing, and Slashing damage, add your Rage Damage bonus to Strength-based attacks, and have Advantage on Strength checks and Strength saving throws. Your Rage lasts up to 10 minutes and can be maintained by attacking, forcing a saving throw, or using a Bonus Action. You have five uses, and regain one expended use after a Short Rest.

  • Rage of the WildsLevel 3

    Whenever you activate Rage, choose Bear, Eagle, or Wolf. Bear grants Resistance to two damage types of your choice other than Bludgeoning, Piercing, or Slashing. Eagle lets you take both the Dash and Disengage actions as a Bonus Action while raging. Wolf grants your allies Advantage on melee attack rolls against enemies within 5 feet of you while you rage.

  • Instinctive PounceLevel 7

    As part of the Bonus Action used to enter Rage, and whenever you activate Rage thereafter, you can move up to half your Speed without provoking Opportunity Attacks.

  • Adrenaline RushOrcAs a Bonus Action, you can take the Dash action and gain Temporary Hit Points equal to your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus, and regain expended uses after a Long Rest.

Always on

  • Unarmored DefenseLevel 1

    While not wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.

  • Weapon MasteryLevel 1

    You gain mastery with four Simple or Martial weapons. Grom's training is represented by unarmed strikes, clubs, and improvised weapons adapted for modern combat.

  • Danger SenseLevel 2

    You have Advantage on Dexterity saving throws against effects you can see, such as traps and spells. This benefit applies unless you are Incapacitated.

  • Reckless AttackLevel 2

    You have Advantage on attack rolls using Strength during your turn, but attack rolls against you have Advantage until your next turn.

  • Primal KnowledgeLevel 3

    You gain proficiency in one additional skill from the Barbarian skill list. You can also use Strength in place of another ability for certain Barbarian skills when making checks, as permitted by the feature.

  • Path of the Wild HeartLevel 3

    You gain the Path of the Wild Heart subclass.

  • Animal SpeakerLevel 3

    You can communicate simple ideas to Beasts and can cast Beast Sense and Speak with Animals as Rituals using Wisdom as your spellcasting ability.

  • Ability Score ImprovementLevel 4

    You gain a feat or increase ability scores as permitted by the 2024 Barbarian advancement table. Grom's final ability scores already include all selected increases.

  • Fast MovementLevel 5

    Your Speed increases by 10 feet while you are not wearing Heavy Armor.

  • Aspect of the WildsLevel 6

    Choose Owl, Panther, or Salmon. The choice can be changed whenever you finish a Long Rest. Owl grants Darkvision out to 60 feet, or extends existing Darkvision by 60 feet. Panther grants a Climb Speed equal to your Speed. Salmon grants a Swim Speed equal to your Speed. Grom currently favors Owl in urban operations.

  • Feral InstinctLevel 7

    You gain Advantage on Initiative rolls. If you are surprised when combat begins, you can act normally if you enter Rage before doing anything else on your first turn.

  • Ability Score ImprovementLevel 8

    You gain a feat or increase ability scores as permitted by the 2024 Barbarian advancement table. Grom's final ability scores already include all selected increases.

  • Brutal StrikeLevel 9

    If you make an attack using Strength with Advantage and hit, you can forgo Advantage for that attack to deal an extra 1d10 damage and choose one Brutal Strike effect, such as forcing the target to move or reducing its Speed. The attack cannot deal extra damage from Advantage.

  • Nature SpeakerLevel 10

    You can cast Commune with Nature as a Ritual, using Wisdom as your spellcasting ability.

  • Relentless RageLevel 11

    When you fail a Death Saving Throw while raging, you can expend a use of Rage to succeed instead. When you use this feature, your Rage does not end as a result of dropping to 0 Hit Points unless you die.

  • Ability Score ImprovementLevel 12

    You gain a feat or increase ability scores as permitted by the 2024 Barbarian advancement table. Grom's final ability scores already include all selected increases.

  • Improved Brutal StrikeLevel 13

    Your Brutal Strike extra damage increases to 2d10. In addition, the additional effects available through Brutal Strike improve according to the 2024 Barbarian rules.

  • DarkvisionOrcYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You discern colors in darkness only as shades of gray.
  • Relentless EnduranceOrcWhen reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. Once used, this trait refreshes after a Long Rest.
  • Savage AttackerSoldier

    You have the Savage Attacker Origin feat. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either result. You also gain proficiency with Athletics and Intimidation, one Gaming Set, and Land Vehicles.

Spells

Spellcasting. Grom Ironfist casts with Wisdom (spell save DC 16, to hit with spell attacks).

Gear

11 items

Tools

  • Gaming set
    A small set of weighted tokens used for tactical games and barracks gambling.

Gear

  • Black compression shirt
    Worn black sleeveless training shirt, reinforced at the seams and suitable for unarmored combat.
  • Reinforced cargo pants
    Durable dark-gray cargo pants used for training and field work.
  • Combat boots
    Heavy steel-toed combat boots, cleaned for use on training mats.
  • Canvas jacket
    Scuffed heavy canvas jacket for travel and cold weather.
  • Wrist wraps
    Sweat-wicking wrist wraps used for striking drills and grappling practice.
  • Knee pads
    Protective knee pads used during sparring and tactical movement drills.
  • Chipped tooth pendant
    A leather cord bearing a single chipped tooth taken as a trophy from an early fight.
  • Healer's kit
    Compact medical supplies for treating cuts, bruises, and training injuries.
  • Military identification papers
    A modern identification badge and service papers from Grom's years with the Iron Fist.
  • Modern explorer's pack
    A rugged backpack containing water, food, a flashlight, spare clothing, and basic field supplies.

Appearance

Grom is a towering orc man, six feet five inches tall, with dense, corded muscle and thick bone. His deep forest-green skin is marked by old scars across his arms, chest, and back. His broad, heavy-browed face bears prominent lower tusks filed to sharp points, deep earthy-brown eyes, and a thin white scar across his left eyebrow that gives him a permanent slight scowl. His black hair is shaved into a severe military buzz cut. In the modern city, he wears a worn black sleeveless shirt, a heavy canvas jacket, reinforced dark-gray cargo pants, steel-toed boots, and a leather cord bearing a chipped tooth. For training, he wears black compression gear, wrist wraps, and knee pads. He carries no weapons and wears no armor, relying on disciplined movement, raw strength, and controlled fury.

Mannerisms

Grom stands with both feet planted firmly and rarely leans against walls or furniture. He checks exits whenever he enters a room, rolls his shoulders before difficult conversations, and cleans his wrist wraps with ritual precision. He speaks in short, direct sentences, often answering questions with a stare before deciding whether words are necessary. When someone demonstrates genuine skill, one corner of his mouth lifts in a brief, reluctant smile.

Personality

Blunt, disciplined, and intensely practical, Grom prefers action to conversation and results to ceremony. He respects strength, loyalty, and competence, but he has learned that real strength includes restraint. His humor is dry and dark, emerging most often during extreme stress or when someone unexpectedly proves capable. Beneath his intimidating exterior is a watchful protector who notices who is hungry, frightened, or being left behind.

Ideals

Competence is a form of respect. Protect the people who cannot protect themselves, and never waste motion, resources, or a life for the sake of pride.

Bonds

The Iron Fist left behind recruits, medics, and street children who depended on the group for protection. Grom abandoned the company, but he did not abandon them. He quietly sends money, supplies, and protection to those still trapped in Atrix Isle, and he intends to dismantle the officers who turned his old unit into a machine for exploiting the desperate.

Flaws

Grom assumes that pain is information and weakness is a choice, which makes him impatient with people who need reassurance instead of orders. He has difficulty accepting help, especially from anyone he believes he should be protecting. When angry, he becomes frighteningly quiet, and he sometimes mistakes restraint for forgiveness.

Quirks

Counts doorways and exits without appearing to look.
Names every training injury as if it were a former enemy.
Keeps his chipped tooth pendant centered before entering a fight.
Whistles a three-note Iron Fist marching cadence when concentrating.
Offers food before offering advice.
Laughs exactly once when someone performs an unexpectedly competent maneuver.

Background

Grom was born in the undercity slums of Atrix Isle, where every corridor had its own rules and every rule was enforced by someone willing to break bones. He learned early that strength was not merely power. It was shelter, food, leverage, and the difference between being hunted and being feared. His first real family was the Iron Fist mercenary group, who recruited him after watching him hold a barricade alone against a gang twice his size. They trained him with brutal efficiency, drilling him until every movement became economical and every hesitation became painful. Grom survived the exercises, the contracts, and the instructors who treated endurance as a measure of worth. He left with a military bearing, a body shaped by violence, and a deep distrust of anyone who confuses cruelty with competence.

“He learned early that strength was not merely power.”
From their backstory
Background
Soldier

Connections

Species

Orc

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