Grim
About this class
Grims have, at some point, come face to face with a great and powerful darkness. Whether due to their heritage, a near-death experience, or a past encounter with a great evil. In some way, they were blighted by this darkness, and fought valiantly within themselves to overcome and control the darkness. Some grims choose to embrace their curse, and enjoy indulging their deepest and most depraved instincts. Others contain the evil spark within themselves, manipulating it only when necessary and for the good of all people. Whatever their reasons, Grims channel their fearsome magic into their weapons, becoming masters of dark magic and combat.
Included subclasses
Domains
Blade
Starting stats
Hope feature
Class features
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Profane Brand
When you successfully hit an adversary with an attack or Spellcast Roll, you can spend a Hope to temporarily Brand them. While Branded, they are Vulnerable. When a Branded adversary makes an attack roll against you, you can spend a Hope to force the attack roll to be made with disadvantage.
Class items
- A bewitched pendant bearing a strange mark or a bone from your first kill.
Character questions
Background prompts
- What is the source of your vile magic? Who do you blame for your curse?
- Who taught you how to wield and control the profane energy inside of you, and why are they no longer in your life?
- One time, you nearly succumbed to the darkness. How has it changed you?
Connection prompts
- One time, I muttered something in my sleep that made you look at me differently. What did I say?
- Who have you secretly asked me to kill for you, and why?
- You’ve been helping me to try and break a bad habit. What is it and how?
Subclass cards
Printable via header menu
TORMENTOR
Foundation
SPELLCAST TRAIT: Agility
TORMENTOR
Specialization
TORMENTOR
Mastery
SCOURGE
Foundation
SPELLCAST TRAIT: Strength
SCOURGE
Specialization
SCOURGE
Mastery
Grim
Grims have, at some point, come face to face with a great and powerful darkness. Whether due to their heritage, a near-death experience, or a past encounter with a great evil. In some way, they were blighted by this darkness, and fought valiantly within themselves to overcome and control the darkness. Some grims choose to embrace their curse, and enjoy indulging their deepest and most depraved instincts. Others contain the evil spark within themselves, manipulating it only when necessary and for the good of all people. Whatever their reasons, Grims channel their fearsome magic into their weapons, becoming masters of dark magic and combat.
Domains
Blade + Dread
Starting Evasion
10
Starting Hit Points
6
Class Items
- • A bewitched pendant bearing a strange mark or a bone from your first kill.
Grim’s Hope Feature
Wicked Lash : Spend 3 Hope when you deal damage with an attack to add a bonus equal to the attack roll's Fear die result.
Class Features
Profane Brand
When you successfully hit an adversary with an attack or Spellcast Roll, you can spend a Hope to temporarily Brand them. While Branded, they are Vulnerable. When a Branded adversary makes an attack roll against you, you can spend a Hope to force the attack roll to be made with disadvantage.
Grim Subclasses
Choose either the TORMENTOR or SCOURGE subclass.
TORMENTOR
Choose the Tormentor if you want to lock down and harass adversaries alongside your team.
Spellcast Trait
Agility
Foundation Features
- Hunt: Once per rest, you can spend a Hope to teleport within Melee range of a Branded target that is within Far range of you.
- Baleful Persistence: When an adversary successfully attacks you, you can mark a Stress and roll 1d4. You add the result to each of your damage thresholds against the damage from the attack.
Specialization Feature
- Quench the Thirst: Once per rest, when you kill a Branded adversary, you can clear a Stress or gain a Hope.
- Shriek: When you deal damage to an adversary, you can spend 2 Hope and make a Spellcast Roll (15). On a success, you make a terrifying noise and the target receives a permanent penalty to its damage thresholds equal to your Spellcast Trait. This ability can only effect one adversary at a time.
Mastery Feature
- Even the Odds: Once per long rest, when you roll a success with Fear against an adversary, you may mark 2 Stress and prevent the GM from taking their turn after this roll, and keep the turn on the Player side as if it were a success with Hope. Additionally, the GM cannot spend additional Fear to spotlight an adversary until you or another player either fails a roll or succeeds with Fear.
SCOURGE
Choose the Scourge if you want to unleash vengeful strikes as you fight with reckless abandon.
Spellcast Trait
Strength
Foundation Features
- The Blood Price: If you would mark an Armor Slot to reduce incoming damage by one threshold, you can instead forgo the damage reduction, mark the Armor Slot, and make a Spellcast Reaction Roll against their Difficulty. On a success, you deal d8 magic damage to them, using your Proficiency.
Specialization Feature
- Shuddering Strike: When you successfully deal Major damage or higher to an adversary, you can mark a Stress to temporarily Shudder them as well as any adversaries within Very Close range of them. While Shuddered, they suffer an additional 1d6 physical damage from the next successful attack made against them. If any adversaries affected by Shudder are also Branded, the additional damage dealt to them increases to 1d8.
Mastery Feature
- Avatar of Wrath: Once per long rest, you can enter into a wrathful state. This transformation lasts until the current scene ends, you take Severe damage or higher, or you make a Death Move. Whilst transformed, you gain the following benefits: - Your "Blood Price" feature can be used once without expending an Armor Slot. - Your “Shuddering Strike” feature’s damage die increases to 1d10. Branded and Shuddered adversaries take 1d12 instead. - You have advantage on all attack rolls.
- Terrible Fate: Whenever you make an attack roll with advantage, you critically succeed if the advantage die matches the result of your Fear die.
Background Questions
Answer any of the following, or create your own.
- • What is the source of your vile magic? Who do you blame for your curse?
- • Who taught you how to wield and control the profane energy inside of you, and why are they no longer in your life?
- • One time, you nearly succumbed to the darkness. How has it changed you?
Connections
Ask one of the following, or improvise.
- • One time, I muttered something in my sleep that made you look at me differently. What did I say?
- • Who have you secretly asked me to kill for you, and why?
- • You’ve been helping me to try and break a bad habit. What is it and how?
Discussion
Be thoughtful and kind.
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