Homebrew
Danger Sense. Grend has advantage on Dexterity saving throws against effects that he can see, such as traps & spells. He can use this trait only if he isn't blinded, deafened, or incapacitated.
Relentless Endurance (1/Day). If Grend is reduced to 0 HP but not killed outright, he can drop to 1 HP instead.
Silvered Maul. Melee Weapon Attack: +5 to hit, reach 5', one target. Hit: 10 (2d6 + 3) bludgeoning damage. On a critical hit, the attack does 13 (3d6 + 3) bludgeoning damage in addition to critical damage.
Handaxe. Melee or Thrown Weapon Attack: +5 to hit, reach 5' or range 20'/60', one target. Hit: 6 (1d6 + 3) slashing damage. On a critical hit, the attack does 10 (2d6 + 3) slashing damage in addition to critical damage.
Magic Awareness (2/Day). Until the end of his next turn, Grend knows the location of any spell or magic item within 60' of him that isn't behind total cover. When he senses a spell, he learns which school of magic it belongs to.
Rage (2/Day). Grend becomes enraged, gaining the following benefits:
Grend's rage lasts for 1 minute. It ends early if he is knocked unconscious or it his turn ends & he hasn't attacked a hostile creature since his last turn or taken damage since then. He can also end it as a bonus action.
Wild Surge. When Grend enters a Rage, he gains one of the following benefits: