Grim
At a glance
Ancestry overview
Grims are conflicted souls with blue-green skin, wide pointed ears, and webbed hands and feet.
Top feature
Bottom feature
Physical characteristics
Examples / variants
About this ancestry
Grims are water-touched humanoids shaped by the primal magic of Grimnir’s deep places. Their skin ranges from moss green and river-gray to deep blue, often marked by pale eyes, wide pointed ears, and webbed hands or feet. Most grims move with an eerie grace in water, slipping through rivers, marshes, flooded ruins, and black forest pools as naturally as others walk dry land. Though they can appear quiet, strange, or watchful to outsiders, grims often carry powerful inner contrasts: some are hauntingly expressive, gifted with music, rhythm, and voice, while others are patient ambushers who feel most at home beneath mist, shadow, or still water. Whether remembered as singers, survivors, wanderers, or lurkers in the dark, grims embody the beauty and danger of the waters that birthed them.
(Based on the Grim species from Odyssey of the Dragonlords (2026))
Grim
Grims are conflicted souls with blue-green skin, wide pointed ears, and webbed hands and feet.
Child of the Deep: You can breathe and move naturally underwater.
Twofold Nature: Choose one expression of your primal nature below at character creation. You can change this choice whenever your character gains a level. Melodic. When you make an action roll to comfort, entrance, distract, or emotionally sway a target, you may spend a hope to gain advantage. Lurking. When you make an attack roll while Hidden, you may spend a Hope to gain advantage.
Grim
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Grim Subclasses
No subclasses available.
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Background Questions
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Connections
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Discussion
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