Homebrew Grim Species Details
Creatures of the Water
All grims long for water—whether sea, river, or pool. It
is comforting to them to be submerged and to stare up
at the world around them, watching and observing from
a distance. Grims breathe underwater through a primal
magic that no mortal truly understands.
Their ears are wide and pointed, and they tend to have
green or blue skin to blend in with their murky habitats.
Their eyes are often light yellow or green, and skin flaps
on their arms and legs can extend, helping them swim.
Of Two Natures
Grims have conflicted souls. They originated with
Grimnir when it was created and perhaps their internal
conflict arises from the turmoil that surrounded that
creation. Some grims live their entire lives indulging
in their music—performing or teaching others how to
play instruments, sing, and entertain. Others resent the
encroachment of mortals into their pools and waterfalls
and do what they can to deter trespassers.
But it is never so simple. For within each grim is the
capacity for both a deep love and appreciation of life
as well as a cruel selfishness. As events in their lives
unfold, they may change their very nature and walk
many different paths.
Grim Traits
Of Two Natures Grims have conflicted souls. They originated with Grimnir when it was created and perhaps their internal conflict arises from the turmoil that surrounded that creation. Some grims live their entire lives indulging in their music—performing or teaching others how to play instruments, sing, and entertain. Others resent the encroachment of mortals into their pools and waterfalls and do what they can to deter trespassers. But it is never so simple. For within each grim is the capacity for both a deep love and appreciation of life as well as a cruel selfishness. As events in their lives unfold, they may change their very nature and walk many different paths.Type
Humanoid
Amphibious
Breathe Air or Water
Age
Live up to 300 years
Darkvision
See 60 feet as though there was dim light.
Musical
Begin proficiency with a musical instrument of your choice
Trickster
You learn the Thaumaturgy cantrip
Primal Drives
Primal Drives. After each long rest you decide
whether you are driven by cruelty or hope. Hopeful
grims have the musician features. Cruel grims embrace
their bloodthirsty side and have the lurker features. You
lose the benefits of the previous drive when you change
drives. If you forget to declare your drive, you have the
lurker features.
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