Base Class: Warlock
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.
Expanded Spell List
The Grimm-Tinged Soul lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Grimm-Tinged Soul Expanded Spells
| Spell Level | Spells |
|---|---|
|
1st |
Inflict Wounds, Command |
|
2nd |
Web, Detect Thoughts |
|
3rd |
Spirit Guardians, Haste |
|
4th |
Compulsion, Dominate Beast |
|
5th |
Telekinesis, Destructive Wave |
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/detriments:
You have resistance to necrotic damage, but vulnerability to radiant and fire damage. Additionally, you no longer age.
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.
Grimm Companion:
At 3rd level, if you take Pact of the Chain, you gain some extra options for summoning familiars. However, as these creatures are generally more powerful than your average familiar, they require more materials to summon.
Additionally, you can only perform this ritual if you have an open space, the size of which is determined by the creature (detailed below). In this space, you summon a pool of thick ooze, from which your companion is summoned. The pool disappears after 24 hours. During this time, any creature that enters the pool must make a constitution saving throw or take 1d8 necrotic damage. Larger pools of ooze can be used to summon lesser creatures, but still require more materials to create. Summoning one of these pools in the same place everyday for one year causes that pool to become permanent, allowing you to summon companions from that location for no cost.
You gain even more options as you level up further in the class:
Level 3: Giant Wasp, Giant Wolf Spider, Scorpion, Seer (Same size, ac and ability scores as Octopus, 8hp (2d6), Flying speed of 30ft, octopus Tentacle attack, can be used as arcane focus for scrying). These creatures require twice the cost of materials (20gp) and a 15ft pool of ooze.
Level 6: Black Bear, Ape, Boar, Wolf. These creatures require 5 times the cost of materials (50gp) and a 20ft pool of ooze.
Level 10: Giant Eagle, Giant Constrictor Snake, Giant Scorpion, Griffon. These creatures require 10 times the cost of materials (100gp) and a 25ft pool of ooze.
Level 14: Elephant, Lycanthrope (Hybrid form only, cannot spread lycanthropy), Ghost (Loses its Etherealness feature, and replaces the Possession feature with an at-will Animate Object feature. It can only possess one object at a time). These creatures require 15 times the cost of materials (150gp). and a 30ft pool of ooze.
You also gain additional Eldritch Invocation options, detailed at the bottom of this class.
Grimm Seizure
At 6th level, you learn to weave necrotic energy into a tangible, immobilising force. As an action you may expend a spell slot to conjure a 5ft diameter portal beneath a creature you can see within 30ft. A series of spectral hands fly forth from this portal, grabbing the creature and pulling them towards the floor. The creature must make a Strength Save against your spell DC. On a failure, the target is knocked prone and is considered restrained. On a success, the creature is unaffected. The portal lasts for 1 minute, or until dispelled or you lose concentration. As a bonus action on your subsequent turns, you may attempt to restrain a foe standing in the space of the portal, provided no other creatures are currently restrained by it.
Grimm Evolution
Starting at 10th level, you may 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 or yourself during a short or long rest.
Grimm Supremacy
Starting at 14th level, your mastery over necrosis grows ever stronger. When you use your Grimm Evolution feature, you may graft 1 additional limb onto your ally. This is not permanent, however, and it is not cheap.
Using 100gp worth of materials (special incense, bone fragments, etc) you may graft monstrous body parts onto an ally until their next long rest. This process takes 4 hours, and target must make a Constitution save, DC: Your spell save DC. On success, the limb binds and they take no damage. On a failure, the limb fails to bind and they take 8d10 necrotic damage.
The types of limb you can bind to an ally include wings (fly speed: 30), additional arms (advantage on strength checks that use arms, extra interaction on their turn), a skin covering (natural armour 14+Dex when unarmoured). You may consult your DM for additional appendages and their effects.
If you took Pact of the Chain at level 3, you may graft these limbs onto your familiar. Your familiar does not need to make the Con save.
Additional Invocations:
Binding Chain
Prerequisites: Pact of the Chain, Grimm-Tinged Soul Patron, Level 8
Your conjured companions gain strength from the bond you share. The Ranger Beast Master feature "Companion's Bond" now applies to your summoned familiars. Changing their form does not change their Ability Score Increases, however you may change them if your Familiar dies or has been permanently dismissed. All Ability Score Increases count retroactively, as do hit die increases.
Arcane Bond
Prerequisites: Pact of the Chain, Voice of the Chain Master, Level 10
When you cast a spell with a range of touch, you may choose to cast it through your familiar as long as it's on the same plane of existence as you. However, you may only target your familiar if you are separated by more than 100ft.
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