Gromlar Bronze-Arm's Design

Male Dwarf, Fighter (Battlemaster) 8

Characteristics Str 16 (+3), Dex 11 (+0), Con 18 (+4), Int 10 (+0), Wis 10 (+0), Cha 12 (+1)

Hit Dice 8d10+40
Hit Points 92

Initiative +0
Armour Class 16 (chain mail), 18 (chain mail and shield)
Saves Str 20, Dex 14, Con 21, Int 14, Wis 14, Cha 15

Warhammer +6, 1d8/1d10+3 damage
Handaxe +6, 1d6+3 damage, 20 ft / 60 ft

Size Small
Speed 25 ft, not reduced by heavy armour

Proficiency +3
Proficiencies Str and Con saves, all armour, shields, simple and martial weapons, mason's tools, smith's tools
Skills History +3, Perception +3, Persuasion +4
Expertise Brawn +10
Profession Pilgrim
Background Guild Artisan

Passive Perception 13
Passive Insight 10
Passive History 13

Languages Dakkandi (Goblin), Klav (Dwarf), Low Bacchile (Common)
Scripts Classic, Runic

Darkvision Gromlar can see in dim light within 60 ft of him as if it were bright light, and in darkness as if it were dim light. Gromlar cannot see in colour on darkness, only in shades of gray.

Earthcunning Whenever Gromlar makes a skill check related to stonework or metalwork, he is considered proficient in the relevant skill. If Gromlar is already proficient in the relevant skill, he adds double his proficiency bonus instead of his usual proficiency bonus.

Brave Gromlar has advantage on saving throws against fear.

Poison Resilience Gromlar has advantage on savings throws against poison and resistance against poison damage.

Hardy Gromlar does not need to eat or drink.

Toughness Gromlar's hit point maximum increases by 1, plus 1 additional point every time he gains a level.

Interception Fighting Style While wielding a shield or a simple or martial weapon, Gromlar can use his reaction to reduce the damage another creature within 5 feet of him takes from an attack by 1d10+3.

Second Wind On his turn, Gromlar can use a bonus action to regain 1d10+7 hit points. Gromlar must finish a short or long rest to use second wind again.

Dwarven Constitution Whenever Gromlar takes the dodge action in combat, he can spend 1 HD to heal himself 1d10+4 damage.

Action Surge On his turn, Gromlar can take one additional action on top of his regular action and a possible bonus action. Gromlar must finish a short or long rest to use action surge again.

Combat Superiority Gromlar knows the Bait and Switch, Distracting Strike, Goading Attack, Manoeuvring Attack, and Parry manoeuvres and can spend superiority dice to use them in combat. He has five d8 superiority dice, and regains all spent superiority dice after a short or long rest.

Heavy Armour Master While he is wearing heavy armour, Gromlar reduces bludgeoning, piercing, and slashing damage from nonmagical attacks by 3.

Shield Master While he is wielding a shield, if he takes an attack action on his turn, Gromlar can use a bonus action to try and shove a creature within 5 feet of him. In addition, if he is not incapacitated Gromlar can add his shield's AC bonus to his Dexterity saving throw against effects that target only him. Finally, if Gromlar succeeds on a Dexterity saving throw against an effect that only does half damage on a successful save, he can use his reaction to interpose his shield and take no damage.

Extra Attack Gromlar can attack twice instead of once when he takes the attack action on his turn.

Know Your Enemy If Gromlar spends at least 1 minute observing or interacting with another creature outside combat, he can learn if the creature is his equal, superior, or inferior in regard to two of the following: Strength score, Dexterity score, Constitution score, Armour Class, current Hit Points, Total class levels (if any), Fighter class levels (if any).

Devout Belief Gromlar has a deep and abiding adherence to the True Faith, and has firmly rejected paganism and the arcane. All divine spells cast on him are treated as if the spell was cast one level higher than it was. As an action, Gromlar can attempt to hold off arcane creatures through the power of his faith, and if he succeeds on his spell attack roll against their Wisdom saving throw they cannot face him or approach within ten feet of him for 1 round.

Travelling Equipment chain mail, shield, warhammer, 2 hand axes, explorer's pack, mason's tools, smith's tools, citizenship papers (Dorrain), 3 pounds, 24 shillings, 8 pennies

Weekly Expenses 1 shilling 8 pennies


maintained by Gary Johnson (gwzjohnson at optusnet.com.au)
last updated 1 March 2023