Welcome to the Support Thread for the Grim Hollow: Player's Guide!
If you find any issues with the content from the sourcebook, or using it on a D&D Beyond character, please search the thread (Search form) before posting in this thread.
RELEASE NOTES
Grim Hollow: Player's Guide offers everything players need to create unforgettable characters in the cursed world of Etharis. With dozens of new character options designed for morally complex play, it’s the perfect resource for a more grounded game. Whether your adventurer embraces forbidden power or fights against their own corruption, this guide gives you the tools to tell a darker story.
Syncing Entitlements
If you don’t see any of the content from the source, please be sure to resync your entitlements. You can do so by following these steps:
Once completed, your content should appear! If you experience any issues accessing your content, please contact our Support Team.
ENABLING CONTENT FOR YOUR CHARACTER
To use content from Grim Hollow: Player's Guide in the character builder, you will need to set the character preferences to include the Grim Hollow source category (see the .gif below).
TRANSFORMATIONS
Grim Hollow: Player's Guide introduces a new unique system called Transformations, that allows players to take on features of monsters either by choice or by accident. This is a added layer of mechanics for players that D&D Beyond is unable to support. The content for Transformations is still included in the compendium in Chapter 6, but is not supported within in the character builder.
NEW CLASS
This book features 1 new class, the Monster Hunter. The Monster Hunter is mostly supported, with these few exceptions:
Monster Grimoire & Improved Monster Grimoire. As determining what ability checks or saving throws would be made pertaining to any particular monster type is up to player and DM discretion, we have not added the outlined bonuses to the character sheet as they would be persistent and disregard relation to your chosen Monster Types.
NEW SUBCLASSES
This book features 40 new subclasses.
Monster Hunter: Carver Guild
Monster Hunter: Devourer Guild
Monster Hunter: Occultist Guild
Monster Hunter: Trapper Guild
Barbarian: Path of the Fractured
Barbarian: Path of the Primal Spirit
Barbarian: Path of the Wrathful Dead
Bard: College of Adventurers
Bard: College of Fools
Bard: College of Requiems
Cleric: Eldritch Domain
Cleric: Inquisition Domain
Cleric: Purification Domain
Druid: Circle of Blood
Druid: Circle of Entropy
Druid: Circle of Mutation
Fighter: Bulwark Warrior
Fighter: Living Crucible
Fighter: Nightwatcher
Monk: Warrior of the Leaden Crown
Monk: Warrior of Pride
Monk: Warrior of Regret
Paladin: Oath of Pestilence
Paladin: Oath of Slaughter
Paladin: Oath of Zeal
Ranger: Green Reaper
Ranger: Primordial Archer
Ranger: Vermin Lord
Rogue: Highway Rider
Rogue: Misfortune Bringer
Rogue: Sanguine Thief
Sorcerer: Apocalypse Sorcery
Sorcerer: Haunted Sorcery
Sorcerer: Wretched Bloodline Sorcery
Warlock: The Coven
Warlock: The First Vampire Patron
Warlock: The Parasite Patron
Wizard: Daemonologist
Wizard: Plague Doctor
Wizard: Sangromancer
These are mostly supported, with these exceptions:
Bard: College of Adventurers – Monk Talent. The Armor Class calculation using DEX and CHA is not supported.
Bard: College of Adventurers – Sorcerer Talent. Metamagic options are not supported outside the Sorcerer class.
Bard: College of Adventurers – Warlock Talent. Eldritch Invocations are not supported for non-Warlock subclasses.
Druid: Circle of Blood. Most Sangromancy spells and the Blood Boon mechanic are unsupported due to reliance on Hit Dice and conditional triggers.
Druid: Circle of Mutation. This subclass uses temporary mutations that cannot be supported at this time.
Fighter: Living Crucible. This subclass uses time-based alchemical compounds that function like consumable potions. These cannot be implemented at this time.
Monster Hunter: Devourer Guild. This subclass grants temporary mutations based around consuming different monster types. These are only partially supported.
Monster Hunter: Trapper Guild – Monster-Hide Armor. This feature is mostly supported but we are unable to support the options for the Armor Modifications Damage Resistance and Elemental Charge, due to technical limitations. For the Armor Modification Damage Resistance we recommend manually adding your chosen resistances. This can be done by clicking on the Defenses Box in the character sheet, in the side bar opening the "Customize" section, selecting "Resistance" from the first drop down, and then selecting the desired resistance from the second drop down that appears. (see the .gif below)
Ranger: Primordial Archer. Witching Arrows have been implemented as switchable options (once per turn, no action required). Please note that additional actions or stacking effects are not supported.
Rogue: Sanguine Thief. The sangromancy features within this subclass that rely on the manipulation of Hit Dice are not supported.
Wizard: Daemonologist. This subclass uses Eldritch Invocations, which are not supported outside the Warlock class.
Wizard: Sangromancer. The sangromancy features within this subclass that rely on the manipulation of Hit Dice are not supported.
HERITAGES
This book features a Heritage system, that allows players to craft their character modularly with Heritage traits. This is a unique additional layer of character creation that D&D Beyond is not able to support as written.
However, the 17 base Heritages have been implemented as 21 new species, which can be selected in the character builder. These species include the suggested traditional traits of each Heritage, with 5 variations provided for the Accursed Heritage.
We hope that with these base species implemented, alongside our Homebrew system, players will be able to modify these base species and individually implement their desired Heritage traits.
NEW BACKGROUNDS
This book features 25 new backgrounds. These are supported.
ADVANCED WEAPONS & EQUIPMENT
The book features 82+ new mundane items implemented on the site. These items fall into the new Grim Hollow weapon category "Advanced." D&D Beyond is not able to make equipment categories specific to any one sourcebook, so this new category has not be created on the site. Instead, these items can be found by searching for the "Advanced" tag in the equipment section of the site or by filtering by sourcebook. The new weapons have been categorized as Martial weapons. This does mean that martial weapon proficiency will apply to these items, when proficiency with Advanced weapons is only designed to be granted with the Advanced Weapon Proficiency feat.
NEW FEATS
This book features 41 new feats, which are mostly supported with the following exceptions:
Advanced Weapon Proficiency. This is not directly supported because we are unable to support the addition of the new weapon category "Advanced." After taking this skill, we recommend adding the specific Advanced weapons you wish to play with to your profiency list in the character sheet. To add custom proficiencies you can click on the "Proficiencies & Training" box on the character sheet, in the side bar that appears use the drop down to select "Existing" and "Weapon", in the second drop down that appears you can select the desired weapon. (see the .gif below)
Shadowsteel Adept. We are unable to support the bonus to spell attacks while holding a Shadowsteel Focus or weapon attacks for weapons that are your Shadowsteel Focus.
Shadowsteel Master. We are unable to support the bonus to weapon attacks for weapons that are your Shadowsteel Focus.
Epic Boons. The Epic Boons provided in this book are closely connected to the Transformation system, which is not supported. While many of the bonuses granted are supported the Divergent Growth bonus, which exists on several of the Epic Boons, is not supported.
NEW SPELLS
The book features 102 new spells, these are mostly supported with the following exceptions:
New to this setting are Sangromancy spells. These have been implemented with "Sangromancy" as a tag on the respective spells, so that they can be filtered on the Spells page.
There is also a new type of spell, called Shadowsteel curses, that are similarly tagged as "Curse" for filtering. We are unable to support gating the use of these spells behind taking the Shadowsteel Adept feat or require the posession of a Shadowsteel Focus.
Considering implementation, this seems a lot like The Lord of the Rings Roleplaying. Many workarounds needed, and a lot of content that's not selectable or even present at all, like Transformations and Heritage Traits.
So, I am not seeing the Customizability/Modular design for the different Heritages?
Yeah, there's not a built-in system for those, as stated in the first post. However, you can create a homebrew species and give it whatever options you've selected.
This book features a Heritage system, that allows players to craft their character modularly with Heritage traits. This is a unique additional layer of character creation that D&D Beyond is not able to support as written.
I'm a really big fan of the Grim Hollow books, heck, been playing in a Grim Hollow campaign for a few months now and me and my friends we're excited to be able to have this on DnDbeyond when the GFG annouced the Kickstarter, but we are playing with the 2014 rules, and this book was even kickstarted before the 2024 rule set was even a thing, so we are somewhat confused, is there in any way or if it going to be implemented later a version of the sub-classes and the new class, which really ya can just remove the weapon mastery and it would be fine, to a 2014 rule set so we can make our PCs and NPCs with the new stuff in this book?
Oh boy, time for my favorite part of any release of third party stuff on dndbeyond: homebrewing in the most important stuff that they didn't implement themselves.
Any idea why? Since they are capable of making it happen? Just look at Kobold, they literally have a feature that is a select a choice. Not to mention any species that lets you pick Int/Wis/Cha for your spells. And the Customize your Origin on the old Species also let you kinda do the same thing?
It seems that the repeating crossbow and it’s variants are all coded to use strength rather then dex for attack rolls and damage as they are listed as melee weapons rather then ranged.
How many months did Hasbro have to give WotC time to get this working? At least 10? Legit curious...
Also, I recommend a new rule w/partnered content:If Beyond cannot support all of the content in such, don't sell it until it will.Hire more real humans full-time to test, update & maintain the site, PLEASE. More money will result from the brief dip in infinite money.
Ghostfire should see what isn't supported & demand better(As should most Partners), since what makes their content unique(In Ghostfire's case:Sangromancy, Transformations, customizable Heritages(Selectable dropdown menus to pick traits, it's not that hard...), & Advanced Weapons(You did this partially right with Gunslinger from Valda's, copy that)), are DEVALUED because of the state they're released in.
Geez, Humblewood's Road Bard works better than Adventurers Bard...10 months....
Rollback Post to RevisionRollBack
DM, player & homebrewer(Current homebrew project is an unofficial conversion of SBURB/SGRUB from Homestuck into DND 5e)
Once made Maxwell's Silver Hammer come down upon Strahd's head to make sure he was dead.
Always study & sharpen philosophical razors. They save a lot of trouble.
I was interested in purchasing this, until I saw how much wasn't supported. I understand heaps of work must go into this, but for a billion dollar company I kinda expected the features of the book to actually work...
Can’t seem to select the Grim Hollow Weapon Masteries. I was able to about 30 minutes ago. But now, on a new character, they’re unavailable. I have Grim Hollow content activated.
It's the result of firing all those devs almost 2 years ago.
Hasbro would rather make Dungeons & Dragons a "Lifestyle brand" akin to how MLP:FiM was forced into by Bronies, than admit 2020-2021 lockdown stock prices were a FLUKE, & not the new norm.
Rollback Post to RevisionRollBack
DM, player & homebrewer(Current homebrew project is an unofficial conversion of SBURB/SGRUB from Homestuck into DND 5e)
Once made Maxwell's Silver Hammer come down upon Strahd's head to make sure he was dead.
Always study & sharpen philosophical razors. They save a lot of trouble.
Why not just make the transformations as feats? I did that via homebrew and was able to get the content coded correctly. One feat for transformation type, one feat for each level boon. given developer access to backend stuff, I'm sure you could create a more elegant way of implementing but feat is where I'd start. It sucks to buy content that you can't use - being able to put that stuff on dndbeyond is kinda the whole point of dndbeyond. If third party content is just going to be not functional then what is the point of purchasing?
Can't select the war caster feat with my Occult Guild Monster Hunter, even though he meets the requirements. Will turn off feat requirements as a work around but this should be fixed.
In the same vein, the prepared spells limit listed in the subclasses table isn't enforced in the character sheet. For example, at level 8 the table says I can prepare 6 spells. My character currently has 12 prepared (i was thinking maybe it would gray out the prepare button like usual once I hit the limit. Surprise, it didn't).
I've linked my character below so all this can be seen.
Just had a quick look and it seems they're only for 2024 classes. If you want them to be 2014 compatible, you'll probably have to contact Ghostfire Gaming
It seems that the repeating crossbow and it’s variants are all coded to use strength rather then dex for attack rolls and damage as they are listed as melee weapons rather then ranged.
Welcome to the Support Thread for the Grim Hollow: Player's Guide!
If you find any issues with the content from the sourcebook, or using it on a D&D Beyond character, please search the thread (Search form) before posting in this thread.
RELEASE NOTES
Grim Hollow: Player's Guide offers everything players need to create unforgettable characters in the cursed world of Etharis. With dozens of new character options designed for morally complex play, it’s the perfect resource for a more grounded game. Whether your adventurer embraces forbidden power or fights against their own corruption, this guide gives you the tools to tell a darker story.
Syncing Entitlements
If you don’t see any of the content from the source, please be sure to resync your entitlements. You can do so by following these steps:
Once completed, your content should appear! If you experience any issues accessing your content, please contact our Support Team.
ENABLING CONTENT FOR YOUR CHARACTER
To use content from Grim Hollow: Player's Guide in the character builder, you will need to set the character preferences to include the Grim Hollow source category (see the .gif below).
TRANSFORMATIONS
Grim Hollow: Player's Guide introduces a new unique system called Transformations, that allows players to take on features of monsters either by choice or by accident. This is a added layer of mechanics for players that D&D Beyond is unable to support. The content for Transformations is still included in the compendium in Chapter 6, but is not supported within in the character builder.
NEW CLASS
This book features 1 new class, the Monster Hunter. The Monster Hunter is mostly supported, with these few exceptions:
NEW SUBCLASSES
This book features 40 new subclasses.
These are mostly supported, with these exceptions:
HERITAGES
This book features a Heritage system, that allows players to craft their character modularly with Heritage traits. This is a unique additional layer of character creation that D&D Beyond is not able to support as written.
However, the 17 base Heritages have been implemented as 21 new species, which can be selected in the character builder. These species include the suggested traditional traits of each Heritage, with 5 variations provided for the Accursed Heritage.
We hope that with these base species implemented, alongside our Homebrew system, players will be able to modify these base species and individually implement their desired Heritage traits.
NEW BACKGROUNDS
This book features 25 new backgrounds. These are supported.
ADVANCED WEAPONS & EQUIPMENT
The book features 82+ new mundane items implemented on the site. These items fall into the new Grim Hollow weapon category "Advanced." D&D Beyond is not able to make equipment categories specific to any one sourcebook, so this new category has not be created on the site. Instead, these items can be found by searching for the "Advanced" tag in the equipment section of the site or by filtering by sourcebook. The new weapons have been categorized as Martial weapons. This does mean that martial weapon proficiency will apply to these items, when proficiency with Advanced weapons is only designed to be granted with the Advanced Weapon Proficiency feat.
NEW FEATS
This book features 41 new feats, which are mostly supported with the following exceptions:
NEW SPELLS
The book features 102 new spells, these are mostly supported with the following exceptions:
NEW MONSTERS
The book features 1 new monster, the Gasdra.
NEW MAP
This book features 1 new map that is playable on the D&D Beyond Maps tool.
Considering implementation, this seems a lot like The Lord of the Rings Roleplaying. Many workarounds needed, and a lot of content that's not selectable or even present at all, like Transformations and Heritage Traits.
So, I am not seeing the Customizability/Modular design for the different Heritages?
"Not getting cut into bloody littles slices, That's the key to a sound plan."
I really hope you can implement the transformations at some point!!
Yeah, there's not a built-in system for those, as stated in the first post. However, you can create a homebrew species and give it whatever options you've selected.
Need help with D&D Beyond? Come ask in the official D&D server on Discord: https://discord.gg/qWzGhwBjYr
I'm a really big fan of the Grim Hollow books, heck, been playing in a Grim Hollow campaign for a few months now and me and my friends we're excited to be able to have this on DnDbeyond when the GFG annouced the Kickstarter, but we are playing with the 2014 rules, and this book was even kickstarted before the 2024 rule set was even a thing, so we are somewhat confused, is there in any way or if it going to be implemented later a version of the sub-classes and the new class, which really ya can just remove the weapon mastery and it would be fine, to a 2014 rule set so we can make our PCs and NPCs with the new stuff in this book?
Oh boy, time for my favorite part of any release of third party stuff on dndbeyond: homebrewing in the most important stuff that they didn't implement themselves.
Is there a way to use the heritage traits in their system where it is stacked?
Any idea why? Since they are capable of making it happen? Just look at Kobold, they literally have a feature that is a select a choice. Not to mention any species that lets you pick Int/Wis/Cha for your spells.
And the Customize your Origin on the old Species also let you kinda do the same thing?
"Not getting cut into bloody littles slices, That's the key to a sound plan."
It seems that the repeating crossbow and it’s variants are all coded to use strength rather then dex for attack rolls and damage as they are listed as melee weapons rather then ranged.
How many months did Hasbro have to give WotC time to get this working? At least 10? Legit curious...
Also, I recommend a new rule w/partnered content:If Beyond cannot support all of the content in such, don't sell it until it will. Hire more real humans full-time to test, update & maintain the site, PLEASE. More money will result from the brief dip in infinite money.
Ghostfire should see what isn't supported & demand better(As should most Partners), since what makes their content unique(In Ghostfire's case:Sangromancy, Transformations, customizable Heritages(Selectable dropdown menus to pick traits, it's not that hard...), & Advanced Weapons(You did this partially right with Gunslinger from Valda's, copy that)), are DEVALUED because of the state they're released in.
Geez, Humblewood's Road Bard works better than Adventurers Bard...10 months....
DM, player & homebrewer(Current homebrew project is an unofficial conversion of SBURB/SGRUB from Homestuck into DND 5e)
Once made Maxwell's Silver Hammer come down upon Strahd's head to make sure he was dead.
Always study & sharpen philosophical razors. They save a lot of trouble.
I was interested in purchasing this, until I saw how much wasn't supported. I understand heaps of work must go into this, but for a billion dollar company I kinda expected the features of the book to actually work...
Can’t seem to select the Grim Hollow Weapon Masteries. I was able to about 30 minutes ago. But now, on a new character, they’re unavailable. I have Grim Hollow content activated.
It's the result of firing all those devs almost 2 years ago.
Hasbro would rather make Dungeons & Dragons a "Lifestyle brand" akin to how MLP:FiM was forced into by Bronies, than admit 2020-2021 lockdown stock prices were a FLUKE, & not the new norm.
DM, player & homebrewer(Current homebrew project is an unofficial conversion of SBURB/SGRUB from Homestuck into DND 5e)
Once made Maxwell's Silver Hammer come down upon Strahd's head to make sure he was dead.
Always study & sharpen philosophical razors. They save a lot of trouble.
Why not just make the transformations as feats? I did that via homebrew and was able to get the content coded correctly. One feat for transformation type, one feat for each level boon. given developer access to backend stuff, I'm sure you could create a more elegant way of implementing but feat is where I'd start. It sucks to buy content that you can't use - being able to put that stuff on dndbeyond is kinda the whole point of dndbeyond. If third party content is just going to be not functional then what is the point of purchasing?
You can do it through homebrew feats.
Can't select the war caster feat with my Occult Guild Monster Hunter, even though he meets the requirements. Will turn off feat requirements as a work around but this should be fixed.
In the same vein, the prepared spells limit listed in the subclasses table isn't enforced in the character sheet. For example, at level 8 the table says I can prepare 6 spells. My character currently has 12 prepared (i was thinking maybe it would gray out the prepare button like usual once I hit the limit. Surprise, it didn't).
I've linked my character below so all this can be seen.
https://www.dndbeyond.com/characters/151482793/sz90Vu
Will the sublasses be 2014 classes compatible?
Just had a quick look and it seems they're only for 2024 classes. If you want them to be 2014 compatible, you'll probably have to contact Ghostfire Gaming
Find my D&D Beyond articles here
Fixed!
Need help with D&D Beyond? Come ask in the official D&D server on Discord: https://discord.gg/qWzGhwBjYr