Homebrew Dread (Grim) Species Details
The Grim are shadowy, bat-like humanoids, with elongated limbs and a sleek, dark exoskeleton that glimmers with an eerie luminescence. Their eyes glow with a haunting light, and their wings, though not always visible, hint at their ability to glide silently through the air. Their forms are often adorned with dark, flowing tendrils that seem to pulse with the essence of Darkness.
Creating Your Character
At 1st level, your character is a member of the Dread race.
Ability Score Increases
When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow or ignore those suggestions, but you can’t raise your scores above 20.
Languages
Your character can speak, read, and write Pyramidal and one other language that you agree is appropriate for the character.
Creature Type
Every creature in D&D, including each player character, has a special tag in the rules that identifies their type of creature. Despite your monstrous appearance, you count as a humanoid.
Life Span
The typical lifespan of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the race’s description.
Dread (Grim) Traits
As a Grim, you have the following racial traits.Creature Type
You are a Humanoid, despite your monstrous appearance.
Size
Your size is Medium.
Speed
Your walking speed is 30 feet.
Grim Flight
Because of your wings, you have a Flying speed equal to your walking speed. You can’t use this flying speed if you’re wearing heavy armor.
Resonant Nature
You have resistance to psychic damage, and you gain advantage on saving throws against being charmed or frightened.
You gain additional XP for (Paracausal) Darkness-related abilities.
Devour
Action: As an action on your turn, you can devour the energy of a creature that you have killed within the last round.
Stacks of Sword Logic: Each time you successfully devour energy, you gain a stack of "Sword Logic." The maximum number of stacks you can have is equal to your character level.
Usage Limit: You can use the Devour ability 1d3 times per day. Roll a d3 at the start of each day to determine how many uses you have.
Sword Logic
You can do various things with your sword logic stacks. Whenever you do any of the following, it consumes one stack.
You can consume a stack to allow your next attack to deal an additional 1d8 necrotic damage (once you reach level 6, this increases to 2d8).
You can consume a stack to level up an ability if it is close to being leveled up (if you have 90 or so % and only need 10% more to level up, you can use this ability); However, once you use this ability you have to level up that same ability at least one time before you can use a stack of Sword Logic to do that again.
you can consume a stack to return one charge of your highest level ability, whether it be a devil fruit, stand, etc. This cannot be used again until the beginning of your next combat.
You have a number of Max Sword Logic Stacks Equal to your character level
Daily Loss of Stacks: you lose 1d3 stacks of Sword Logic Daily until you reach level 5.
Resonant Arsenal
You are able to make a weapon into a pact weapon, which you can summon from anywhere with a Sword Logic Charge. This does not make ordinary weapons magical. If the weapon is destroyed, or if you just summoned it, you must wait 10 minutes to do so again.
Deafening Wail
Whilst flying, you may expend a quarter of your sword logic stacks (rounded up) to make a deafening blast of resonance on a target. The target must make a CON save of 14 (17 at level 7) or take 1d14 force damage and have their abilities disabled until the beginning of their next turn.
Previous Versions
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