Gromthar Stonefist stands at a towering 8 feet tall, with a muscular build that's typical of his Goliath heritage. His skin is a mottled gray, covered in intricate tribal tattoos that tell the story of his many battles. His eyes are a piercing blue, and his bald head sports a long, braided beard. He wears heavy plate armor and wields Stormcleaver, a magical greataxe.
Neutral Good
Ability Score | Score | Modifier |
---|---|---|
Strength | 18 | +4 |
Dexterity | 12 | +1 |
Constitution | 16 | +3 |
Intelligence | 10 | +0 |
Wisdom | 12 | +1 |
Charisma | 8 | -1 |
Stormcleaver is a masterfully crafted greataxe, its blade etched with ancient Goliath runes that glow a soft blue. The haft is made from enchanted oak, reinforced with bands of mithral.
Whenever Gromthar successfully hits a creature with Stormcleaver, that creature must succeed on a DC 14 Constitution saving throw or be deafened until the end of its next turn.
As an action, Gromthar can slam Stormcleaver into the ground, releasing a burst of thunderous energy. All creatures within a 15-foot radius must make a DC 16 Constitution saving throw. On a failed save, a creature takes 3d8 thunder damage and is knocked prone. On a successful save, a creature takes half as much damage and is not knocked prone.
Recharge: After using Thunderclap, roll a d6 at the end of each of Gromthar's turns. On a roll of 5 or 6, Thunderclap recharges and can be used again.
You have absorbed primeval magic that gives you an echo of the might of giants. When you take this feat, choose one of the benefits listed below. Once per turn, when you hit a target with a melee weapon attack or a ranged weapon attack using a thrown weapon, you can imbue the attack with an additional effect depending on the benefit you chose:
The saving throw DC for these effects equals 8 + your proficiency bonus + your Strength or Constitution modifier.
You can use this feat a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).
You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them.
The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you either knock the target prone or push it 5 feet away from you.
This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.
Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated.
This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
At 3rd level, you have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute: