Sorcerer
Base Class: Sorcerer

The half-elven woman approached the pool. "Finally, I will be reunited with my dear Ozma." But the pool could not reverse her curse. Her body became twisted and corrupted.

The Dwarven man lay upon the strange physician's table, a strange fluid being pumped into his veins. He began to wonder if this creature was entirely natural...

Many seek power or retribution, going to the deepest depths imaginable to gain what they seek. In these cases, they may make pacts with dark, ancient gods. Or maybe, they'll imbue themselves with the gods' power by force.

Grimm Physiology

Starting at 1st level, your skin gains a deathly pallor with deep red and purple veins covering your body. Your hair turns white, your eyes red with black sclera, and a small black diamond shape appears on your forehead. You gain the following benefits:

You no longer age, and you gain superior darkvision out to 120ft. 

You gain proficiency in the intimidation skill or, if you are already proficient, double your proficiency modifier for any intimidation checks. However, you have disadvantage on persuasion checks against any creature not charmed by you.

As an action, you can cause your eyes to glow brighter. Make an intimidation roll with advantage. All creatures within a 15ft radius (including those allied to you) must make a wisdom saving throw against your intimidation. On a failure, creatures are frightened of you for 1 minute. On a success, creatures aren't frightened of you and automatically succeed against this feature for 24 hours. You cannot use this feature again until you have taken a short or long rest.

Grimm Resistance

At 1st level, your cursed blood grants you necrotic resistance, but you become vulnerable to radiant and fire damage. Additionally, if you are dropped to 0hp by radiant damage, you die instantly. Your body is intact, and you can be revived, but you do not make death saving throws. Upon revival, you are unable to regain hit points for 24 hours.

Grimm Creation

Starting at 6th level you gain the ability to summon a creature of Grimm. This creature Is considered Large (unless naturally bigger) and has resistance to necrotic damage, but vulnerability to radiant and fire damage. Their attacks also inflict an extra 1d8 necrotic damage.

 You can only summon creatures who's CR is equal to or less than half your Sorcerer level.

Creature Name Hit Points/AC Attacks/Damage/Special Abilities Movement Speed Size Challenge Rating
Ursa

HP: 59 (7d10+21)

AC: 13 (Natural Armor)

Bite:  Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: (1d10 + 2) piercing damage.

Claws:  Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d8 + 2) slashing damage.

40ft Large  3
Goliath

HP: 76 (8d12+24)

AC: 12 (Natural Armor)

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d10 + 4 piercing damage.

Stomp. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: (2d10 + 4) bludgeoning damage.

Trampling Charge. If the Goliath moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the Goliath can make one stomp attack against it as a bonus action.

40ft Huge 4 
Berringel

HP: 58 (9d8+18)

AC: 12 (Natural Armor)

Fist. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: (1d12 + 2) bludgeoning damage.

Rock. Ranged Weapon Attack: +5 to hit, reach 50/100 ft., one target. Hit: (3d6 + 2) bludgeoning damage.

40ft

Climb: 40ft

Large 3
 Beowulf

HP: 58 (9d8+18)

AC: 12 (Natural Armor)

Bite . Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 + 2) piercing damage. 

Claws . Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (2d4 + 2) slashing damage.

30ft Large 3 
Boarbatusk

HP: 42 (5d10+5)

AC: 12 (Natural Armor)

Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) slashing damage.

Charge. If the boarbatusk moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Relentless (Recharges after a Short or Long Rest). If the boarbatusk takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

40ft Large 2 
Death Stalker

HP: 52 (7d10+14)

AC: 15 (Natural Armor)

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 + 2) bludgeoning damage. The target is grappled (escape dc 12) The Death Stalker has two claws, each of which can grapple only one target

Multiattack. The Death Stalker makes three attacks: two with its claws and one with its sting.

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d10 + 2) piercing damage plus (4d10)poison damage. The target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one

40ft Large 3 
King Taijitu

HP:60 (8d12+8)

AC: 12 (Natural Armor)

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: (2d6 + 4) piercing damage.

Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: (2d8 + 4) bludgeoning damage. The target is grappled (escape dc 16) Until this grapple ends, the creature is restrained, and the King Taijitu can't constrict another target

30ft

Swim:30ft

Large 2 


Additionally,  you gain the Find Familiar spell, however your only option is the Seer. The Seer looks like a floating Crystal Ball with tendrils, and counts as an abberation. It can be used as an arcane focus for the Scrying spell.

 

Name: HP/AC Attacks/Damage/Features Movement Speed Size/Type
  HP: 15 (3d8) Tendrils: Attack: +5 to hit, 1d6 slashing damage. Reach: 10ft Seer has the option to grapple instead. On hit: The target is grappled (escape dc 10) Until this grapple ends, the Seer can't use its tendrils on another target.    
Seer     25ft Medium Aberration, Unaligned
  AC: 12 Bite: Attack: +5 to hit, 1d6 piercing damage. Reach: 5ft. Target must be grappled by seer to make this attack.    

Grimm Evolution

Starting at 14th level, your summoned Grimm count as 1 size larger for the purposes of grappling. Additionally, they gain an extra damage die for the necrotic damage they deal.

You may also use your Grimm Creation feature to graft a dark, twisted limb onto a willing ally. Make a DC 15 Arcana or Medicine check (your choice). On a success, choose one of the following options to graft onto your ally. On a failure, ally must make a Constitution Saving Throw against your spell save DC. On success, nothing happens. On failure, they take 4d10 necrotic damage and take 1 level of exhaustion.

 

Grimm Graft: Effect:
Arm(s): Choose one or both arms. Any attack with this arm counts as a +2 unarmed strike that deals slashing damage instead of bludgeoning. Additionally, they deal 1d6 necrotic damage to any creature they hit. However, they take half of any necrotic damage dealt.
Legs: They gain a movement speed of 50, unless their own movement speed is higher than that. In addition, they use double their strength score to calculate jumps. However, they gain vulnerability to damage taken from falling or difficult terrain.
Eyes: They gain darkvision out to 120ft. Additionally, they are able to see invisibility within 30ft. However, they gain sunlight sensitivity and any effect that blinds them causes them to be blinded until they take a short or long rest, and no restoration magic can fix them.

 

Creatures can only have one effect at a time. You may remove an effect from an ally during a short or long rest.

Grimm Supremacy

Starting at 14th level, you gain immunity to necrotic damage, as do your creations. Your Grimm Creation feature expands too, granting extra options for your companion. Additionally, you may use your Grimm Creation feature to graft new appendages to your Grimm Creatures, such as Wings or a Barbed Tail.

Finally, instead of taking one of these more powerful options, you may instead gain two of the less powerful options from the level 6 feature.

 

Creature Name Hit points/AC Attacks/Damage/Features Movement Speed Size Challenge Rating
Nevermore

HP: 157 (15d12+60)

AC: 15 (Natural Armor)

Multiattack. The Nevermore makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: (4d8 + 5) piercing damage.

Talons. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (4d6 + 5) slashing damage. The target is grappled (escape dc 15) Until this grapple ends, the target is restrained, and the Nevermore can't use its talons on another target

20ft

Fly: 60ft

Huge  6
Geist

HP: 45 (10d8)

AC: 11

Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (4d6 + 3) necrotic damage.

Etherealness. The Geist enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

Possession (Recharge 6). One humanoid that the Geist can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the Geist; the Geist then disappears, and the target is incapacitated and loses control of its body. The Geist now controls the body but doesn't deprive the target of awareness. The Geist can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the Geist ends it as a bonus action, or the Geist is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the Geist reappears in an unoccupied space within 5 ft. of the body. The target is immune to this Geist's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

20 feet

0ft

Fly: 40ft (it can hover)

4 

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