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Grum Groom

Hammer of Tai'ia Grum Groom

Grum Groom

8 Level (0/48000 XP for level-up) Guard Background Human Race / Species / Heritage Alignment
Zealot Barbarian
Level 8
Hit Dice: 8/8
1d12+4 Class 1

STR
20
+5
DEX
16
+3
CON
18
+4
INT
10
+0
WIS
14
+2
CHA
10
+0
109
Hit Points
+6
Initiative (DEX)
19
Armor Class (AC)
+3
Prof. Bonus
40 ft.
Speed (walk/run/fly)
15
Passive Perception
4/Day / 4/Day
Rage
+6 Expertise Bonus
+3 Proficiency Bonus
+8 Strength
+3 Dexterity
+7 Constitution
+0 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+6 Acrobatics DEX
+5 Animal Handling WIS
+0 Arcana INT
+8 Athletics STR
+0 Deception CHA
+0 History INT
+5 Insight WIS
+0 Intimidation CHA
+0 Investigation INT
skills
+2 Medicine WIS
+0 Nature INT
+5 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+0 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Taiia's Fury(+1 Flaming Maul) +9 STR 2d6Bludgeoning+2d6Fire+5
 Mastery(Topple): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw DC 16. On a failed save, the creature has the Prone condition.
2x Handaxe +8 STR 1d6+5 slashing
 Light, Thrown, Range 20/60, Mastery(Vex): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Attacks

Alert


Initiative Proficiency: When you roll Initiative, you can add your Proficiency Bonus to the roll.
Initiative Swap: Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally has the Incapacitated condition.


Tough


Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points.


Great Weapon Master


Heavy Weapon Mastery: When you hit a creature with a weapon that has the Heavy property as part of the Attack action on your turn, you can cause the weapon to deal extra damage to the target. The extra damage equals your Proficiency Bonus.
Hew: Immediately after you score a Critical Hit with a Melee weapon or reduce a creature to 0 Hit Points with one, you can make one attack with the same weapon as a Bonus Action.


Barbarian


Weapon Mastery


Your training with weapons allows you to use the mastery properties of Mauls, Spears, and Handaxes.
Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.


Danger Sense


You gain an uncanny sense of when things aren’t as they should be, giving you an edge when you dodge perils. You have Advantage on Dexterity saving throws unless you have the Incapacitated condition.


Reckless Attack


You can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time.


Primal Knowledge


You gain proficiency in another skill of your choice from the skill list available to Barbarians.
In addition, while your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Strength represents primal power coursing through you, honing your agility, bearing, and senses.


Extra Attack


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


Fast Movement


Your speed increases by 10 feet while you aren’t wearing Heavy armor.


Feral Instinct


Your instincts are so honed that you have Advantage on Initiative rolls.


Instinctive Pounce


As part of the Bonus Action you take to enter your Rage, you can move up to half your Speed.


Path of the Zealot


Divine Fury


You can channel divine power into your strikes. On each of your turns, while your Rage is active, the first creature you hit with a weapon or an Unarmed Strike takes extra damage equal to ld6 plus half your Barbarian level (round down). The extra damage is Necrotic or Radiant; you choose the type each time you deal the damage.


Warrior of the Gods


A divine entity helps ensure you can continue the fight. You have a pool of four dl2s that you can spend to heal yourself. As a Bonus Action, you can expend dice from the pool, roll them, and regain a number of Hit Points equal to the roll’s total. Your pool regains all expended dice when you finish a Long Rest. The pool’s maximum number of dice increases by one when you reach Barbarian levels 6 (5 dice), 12 (6 dice), and 17 (7 dice).


Fanatical Focus


Once per active Rage, if you fail a saving throw, you can reroll it with a bonus equal to your Rage Damage bonus, and you must use the new roll.




Features & Traits

+1 Flaming Maul
Bracers of Armor: +2 to AC while not wearing armor.
Air Runners Boots: 10/day gain a flying speed of 40 ft. until the end of your next turn.
Heward's Handy Haversack





Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money

Languages


Common, Celestial


3 Dragon Ante




Languages & Proficiencies

G.G. is scraggly to say the least. He is barrel chested and thick armed with a thick black beard, just starting to grey at the edges. His body is criss crossed with scars from a life of martial violence but his eyes are insightful and kind, when not full of fury. He favors loose and easy clothing in the colors of his patron goddess, Taiia(oranges, reds, and yellows).


G.G. was a member of the guard for several years. One night while patrolling the God's Walk he was attacked by a group of cultists out for blood.


He was saved by a paladin of Taiia named Hamram, after that he pledged himself to the service of Taiia and has become one of its greatest champions. Yusef(they current leader of the Church of Taiia) and he became close friends since


G.G. has an afinity with animals and loves bees.




Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

Physical Description

General Physical Condition

G.G. is a powerfully built man. He has spent most of his 30 years of life in some form of combat role. His body is crisis-crossed with scars from various altercations, nearly all of them small. There is a large puncture scar on his chest, where he was bitten by a Sandworm.

Facial Features

G.G.'s face is dominated by a large bushy beard and thick eyebrows, which blend with his hair to make his face mostly disappear.

Apparel & Accessories

G.G> wears loose linen or silk closthes that are breathable and easy to move in. He favors reds, oranges, and yellows, all favored colors of Tai'ia.

Current Location
Church/Cult
Age
31
Children
Pronouns
He/Him
Sex
Male
Gender
Male
Presentation
Masculine
Eyes
Brown, Large and Trusting
Hair
Long Thick black hair, often untamed and wild.
Skin Tone/Pigmentation
Deep Brown skin criss crossed in old scars.
Height
5'9"
Weight
180 lbs.
Belief/Deity
Devout follower of Tai'ia
Known Languages

Arambasti
Celestial


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