Grimkel Cragwalker

Appreciate Nature at her worst and she'll be kinder to you at her best

### Weapons

Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear, Battleaxe, Hand Axe, Throwing Hammer, Warhammer

### Tools

Mourning Drum (instrument), Brewer's Kit, Herbalism Kit

## Motivations

### Personality Traits

I once ran for two days non-stop through the mountains to warn my clan of an approaching hostile warband. I'd do it again if I had to.

### Ideals

Nature; the natural world washes away all civilizations eventually.

### Bonds

I am the last of my clan; it is up to me to ensure that their names enter legend.

### Flaws

I am overly fond of ale. Come, share a drink with me, friend!

## Spellcasting

### Druid Spells

**Casting Ability:** WIS
**Save DC:** 12
**Attack Bonus:** +4
4 spells Prepared of level 1 or lower

## Dwarf Abilities

### Dwarven Resilience

You have advantage on saving throws against poison, and you have resistance against poison damage.

### Dwarven Combat Training

You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.

### Tool Proficiency

You gain proficiency with the artisan's tools of your choice: smith's to oIs, brewer's supplies, or mason's tools.

### Stonecunning

Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

### Dwarven Armour Training

You have proficiency with light and medium armor.

## Character History

*Subject to change & further embellishment*

Grimkel always preferred wandering the mountain paths around his clan's fortress to toiling within its walls. While he appreciated the beauty of hewn stone and polished gems, he found the open skies and rocky paths more to his liking. From a young age he showed skill as a scout and hunter, and would frequently wander the hills and paths around the fortress alone for weeks at a time.

When he saw a warband under the command of *insert warband leader/rival here* approaching through a hidden pass, the young and spry Grimkel ran for two days over difficult terrain to warn his people of the coming danger. Though the ensuing siege was fierce, the fortress and most of its inhabitants were saved.

Years later, another tragedy was to befall the clan. Unbeknownst to the Dwarves that called the mine-works and underground halls home, a volcano lay beneath the heart of the fortress. Nature, long asleep in these mountains, was about to wake with a fury.

The eruption could be heard for miles in all directions. Grimkel, away on patrol, once again sprinted across the mountains to do what he could, but there was nothing to be done; his home had been reduced to a smoldering crater. Nature herself had swallowed the entire mountain. The ash and bones of his past rained down on him as he sat on the crater's rim for four days and five nights. When the rock finally ceased glowing and there was still no sign of life, Grimkel accepted he was the only one left.

Awestruck at the sheer destructive power, yet grateful to have been spared, he pledged himself to serve the boundaries between the untamed wilds and the progress of industry. All things must be in balance: life and death; water and fire; earth and air; nature and civilization. All can co-exist to the benefit of the others. If he can spread that lesson to the world, then maybe his clan won't have died in vain.

## Adventures

* AL 71 - Scrumptious Desert

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