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Grokk Swampbasher

4 Level (0/6500 XP for level-up) Uthgardt Tribe Member Background Grung Race / Species / Heritage Lawful Neutral Alignment
Barbarian
Level 4
Hit Dice: 4/4
1d12+4 Class 1

STR
18
+4
DEX
16
+3
CON
18
+4
INT
8
-1
WIS
8
-1
CHA
8
-1
64
Hit Points
+3
Initiative (DEX)
17
Armor Class (AC)
+2
Prof. Bonus
25 walk / 25 climb / 25 long jump / 15 high jump
Speed (walk/run/fly)
9
Passive Perception
Rages = 3 / Rage Damage = +2
Rage
Damage = Poison / Condition = Poison
Immunities
+4 Expertise Bonus
+2 Proficiency Bonus
+6 Strength
+3 Dexterity
+6 Constitution
-1 Intelligence
-1 Wisdom
-1 Charisma
saving throws
+3 Acrobatics DEX
+1 Animal Handling WIS
-1 Arcana INT
+6 Athletics STR
-1 Deception CHA
-1 History INT
-1 Insight WIS
+1 Intimidation CHA
-1 Investigation INT
skills
-1 Medicine WIS
+1 Nature INT
+3 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
-1 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Greataxe +1 +7 STR 1d12+1+4 slashing
 Heavy, two-handed, reach +5 when raging (Giant Stature). The target takes an extra 1d6 lightning damage. If the target is a creature, it must succeed on a DC 14 (8 + proficiency + Strength modifier) Constitution saving throw, or it has disadvantage on attack rolls until the start of your next turn.
Handaxe +6 STR 1d6+4 slashing
 Light, thrown (20/60), reach +5 when raging (Giant Stature)
Javelin +6 STR 1d6+4 piercing
 Thrown (30/120)
Unarmed +4 STR 1+4
POISON +1 STR 2d4+4 poison
 Automatically add to relevant attack if the target fails on a DC 12 Constitution saving throw
RAGE +1 STR
 If in rage, automatically add 2 to melee attacks. Also add to Ranged attacks (re Crushing Throw)
Attacks
  • A hunting trap (DC 13 Dexterity saving throw, on fail take 1d4 piercing damage and stop moving unless it makes a DC 13
  • Strength check)

  • A totemic token of the Thundertoads clan

  • A set of traveler's clothes [equipped]

  • A money pouch

  • A greataxe +1

  • Two handaxes

  • Four javelins


An explorer's pack:
  • a backpack

  • a bedroll

  • a mess kit

  • a tinderbox

  • 10 torches

  • 10 days of rations

  • a waterskin

  • 50 feet of hempen rope

Equipment Copper: 0, Silver: 5, Electrum: 0, Gold: 10, Platinum: 0 Money
  • Size. Grungs stand between 2 ½ and 3 ½ feet tall and average about 30 pounds. Your size is Small.

  • Amphibious. You can breathe air and water.

  • Poison Immunity. You are immune to poison damage and the poisoned condition.

  • Poisonous Skin. Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    • You can also apply this poison to any piercing or slashing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC 12 Constitution saving throw or take 2d4 poison damage.

  • Water Dependency. If you fail to immerse yourself in water for at least 1 hour during a day, you suffer 1 level of exhaustion at the end of that day. You can recover from this exhaustion only through magic or by immersing yourself in water for at least 1 hour.


Languages


Common*, Grung**, Giant***.

*Background
**Race
***Sub-class

Proficiencies


Armour: Light armour, medium armour, shields
Weapons: Simple weapons, martial weapons
Tools: Woodcarver's Tools

Languages & Proficiencies
I once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I'd do it again if I had to.

I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear.

Personality Traits
Honor. If I dishonor myself, I dishonor my whole clan. (Lawful)

Ideals
My tribe is the most important thing in my life, even when they are far from me.

I will bring terrible wrath down on the evildoers who are destroying my homeland.

Bonds
I am slow to trust members of other races, tribes, and societies.

Violence is my answer to almost any challenge.

Flaws

Barbarian


Rage


In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.

  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.

  • You have resistance to bludgeoning, piercing, and slashing damage.

  • If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

Unarmored Defence


While you are not wearing any armour, your armour class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Danger Sense


At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Reckless Attack


Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Primal Path


At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

Primal Knowledge


When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level. Chosen skill = Animal Handling. As all other skills available are selected, at level 10, choose to gain expertise in a skill.

Path of the Giant (sub-class)


Giant’s Power


When you choose this path, you learn to speak, read, and write Giant or one other language of your choice if you already know Giant. Additionally, you learn a cantrip of your choice: either druidcraft or thaumaturgy. Wisdom is your spellcasting ability for this spell.

Giant’s Havoc


Your rages pull strength from the primal might of giants, transforming you into a hulking force of destruction. While raging, you gain the following benefits:
  • Crushing Throw. When you make a successful ranged attack with a thrown weapon using Strength, you can add your Rage Damage bonus to the attack’s damage roll.

  • Giant Stature. Your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn’t enough room for you to increase your size, your size doesn’t change.

Notes
Grokk Swampbasher, a Grung of the Thundertoads tribe, was born and raised in the heart of a vast and untamed swamp. The Thundertoads were a proud Uthgardt tribe known for their isolationist nature, fierce loyalty, and unwavering commitment to the old ways. Grokk, from a young age, displayed exceptional physical prowess and a deep connection to the tribe's traditions, quickly becoming their strongest warrior.

For many years, life within the swamp had been harmonious, with the Thundertoads thriving and flourishing in their ancestral home. The tribe's annual pilgrimage to "Toadfather's Hollow," a sacred site deep within the swamp, was a cherished tradition, an opportunity to renew their bond with the land and seek guidance from their ancestors. However, a dark shadow fell upon the Thundertoads when they arrived at the sacred site, only to discover it desecrated, defiled by unknown malevolent forces.

Alarmed and disheartened, their chieftain made the fateful decision to retreat deeper into the swamp, beyond the reaches of the desecration to the place they refer to as "Pondfather's Perch". Grokk, loyal to his tribe, followed the chieftain and the rest of the Thundertoads into this hidden refuge. In their secluded sanctuary, they remained for several years, cut off from the outside world. The chieftain hoped that time would heal their wounds and that the spirits of the swamp would guide them toward a path of redemption.

But the swamp, their home and protector, was now under threat. A band of savage orcs, driven by profit and corporate interests, sought to exploit the valuable timber resources of the ancient and mysterious wood that surrounds Pondfather's Perch, and in doing so polluting the swamp itself - whether they were completely oblivious to the Grung's existence, or just didn't care, the fragile equilibrium of the swamp ecosystem is now threatened.

Knowing that one warrior is not enough to fight back the orcs, against the chieftain's wishes, Grokk set out to find allies who could help the Grung defend their homeland from this ecological devastation, carrying with him basic necessities, as well as a deep-seated hatred for orcs.

Backstory


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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