Gromthar Stonefist

Gromthar Stonefist, 8th-Level Goliath Fighter

Description

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.

Alignment

Neutral Good

His Dad


Stat Block

Ability Score Score Modifier
Strength 18 +4
Dexterity 12 +1
Constitution 16 +3
Intelligence 10 +0
Wisdom 12 +1
Charisma 8 -1
  • Armor Class: 18 (Plate Armor)
  • Hit Points: 76 (8d10 + 24)
  • Speed: 30 ft.

Saving Throws

  • Strength: +7
  • Constitution: +6

Skills

  • Athletics: +7
  • Survival: +4

Senses

  • Passive Perception: 11

Equipment

  • Plate Armor
  • Stormcleaver, the Greataxe of Thunderous Roars
  • Longbow with 20 arrows
  • Explorer's Pack
  • Potion of Healing (x2)

Stormcleaver, the Greataxe of Thunderous Roars

Description

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.

Weapon Stats

  • Type: Greataxe
  • Damage: 1d12 slashing + 1d6 lightning
  • Properties: Heavy, Two-Handed
  • Bonus: +2 to attack and damage rolls

Constant Ability: Thunderstruck

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.

Special Action: Thunderclap

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.

Tattoo Descriptions:

The Roaring Bear:

  • Location: Right Bicep
  • Description: A ferocious bear with its mouth wide open in a roar, surrounded by lightning bolts.
  • Tournament Significance: This tattoo commemorates Gromthar's victory in the "Bear's Grasp" tournament, where he defeated a renowned grappler, Tolvold the iron grasp, known for his bear-hug technique. Gromthar won by using his immense strength to break free and land a decisive blow.
  • Fear Factor: The tattoo serves as a warning that Gromthar can break free from any hold and retaliate with devastating force.

The Coiled Serpent:

  • Location: Left Forearm
  • Description: A serpent coiled around a shattered sword, its eyes glowing a menacing blue.
  • Tournament Significance: This tattoo marks his win in the "Serpent's Duel," a tournament known for its emphasis on quick strikes and agility. Gromthar won by shattering his opponent's weapon and disarming him.
  • Fear Factor: The shattered sword within the serpent's coils signifies that Gromthar can break not just bones but also weapons, making opponents think twice about their choice of arms.

The Eye of the Storm:

  • Location: Center of the Chest
  • Description: An intricately detailed eye surrounded by swirling storm clouds and lightning.
  • Tournament Significance: Gromthar earned this tattoo after winning the "Thunderstrike Arena," a tournament held during a violent storm. Despite the adverse conditions, he remained unyielding and focused.
  • Fear Factor: The tattoo signifies that Gromthar is unshakeable, even under the most challenging conditions, making opponents doubt their ability to rattle him.

The Shattered Chains:

  • Location: Both Ankles
  • Description: Chains that appear to wrap around his ankles, but are shattered and broken, with pieces flying away.
  • Tournament Significance: This tattoo celebrates his victory in the "Freedom's Gauntlet," a tournament where fighters start chained and must first free themselves before engaging in combat. Gromthar shattered his chains in record time before defeating his opponent.
  • Fear Factor: The tattoo symbolizes that no bonds can hold him, making opponents wonder if any tactic can truly restrain this Goliath warrior.

Feats

Strike of the Giants

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:

  • Fire Strike. The target takes an extra 1d10 fire damage.

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.

Charger

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).

Grappler

You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

  • You have advantage on attack rolls against a creature you are grappling.
  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.

Shoving a Creature

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.

Rune Knight

Runes

Hill Rune (7th Level or Higher)

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.

  • In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Storm Rune (7th Level or Higher)

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.

  • In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Fire Rune

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.

  • In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Giant Might

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:

  • If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
  • You have advantage on Strength checks and Strength saving throws.
  • Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.
    You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.