Grimm Kin (5e Class)
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Grimm Kin[edit]
You Are The Child Of A Ring Leader Who Has Unearthly Powers, You Have Received Some Of Them As Well Along With The Supernatural Power Of A Vessel
Grimm Kin (Inspired By Hollow Knight)[edit]
You Are A Mix Of Different Bosses From Hollow Knight. You Can Choose One With The Subclasses
Creating A Grimm Kin[edit]
Grimm Kin Subclasses Give You The Choice Of Powers Following The Following Characters/Bosses
-The Knight (Playable Character) -Grimm -Shade King (Pantheon Five Shadow) -The Hollow Knight ("Final Boss") -Pure Vessel (Purified Version) -Nightmare King Grimm
- Quick Build
You can make a Grimm Kin quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Strength. Second,
Class Features
As a Grimm Kin you gain the following class features.
- Hit Points
Set {{{hd}}} parameter to Hit Dice per level, e.g. 1d10
- Proficiencies
Armor: Your Character Cant Wear Armor
Weapons: Your Character Cant Use Traditional Weapons
Tools: You Cant Use Tools
Saving Throws: Strength And Dexterity
Skills: Acrobatics, Athletics, And Investigation
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) {{{item1a}}} or (b) {{{item1b}}}
- If you are using starting wealth, you have 8d10x10 in funds.
Level | Proficiency Bonus |
Masks | Soul Vessel Limit | Charm Notches | Features |
---|---|---|---|---|---|
1st | +2 | 5 | 9 | 3 | Pale Nail, Focus, Soul, Masks |
2nd | +2 | 5 | 9 | 3 | Charms, Charm Set 1 |
3rd | +2 | 5 | 9 | 4 | Spells, Over Charmed |
4th | +2 | 5 | 9 | 4 | Ability Score Improvement, Mothwing Cloak, Charm Set 2 |
5th | +3 | 5 | 9 | 4 | Mantis Claw, Pale Ore 1 |
6th | +3 | 6 | 9 | 5 | Extra Attack |
7th | +3 | 6 | 9 | 5 | Charm Set 3 |
8th | +3 | 6 | 9 | 5 | Ability Score Improvement, Pale Ore 2 |
9th | +4 | 6 | 12 | 6 | Charm Set 4, Soul Vessels |
10th | +4 | 7 | 12 | 6 | Special Masks, Extra Attack, Pale Ore 3 |
11th | +4 | 7 | 12 | 6 | Made Of Void |
12th | +4 | 7 | 12 | 7 | Ability Score Improvement, God Home |
13th | +5 | 7 | 15 | 7 | Pale Ore 4 |
14th | +5 | 8 | 15 | 7 | Extra Attack |
15th | +5 | 8 | 15 | 8 | Charm Set 5 |
16th | +5 | 8 | 18 | 8 | Ability Score Improvement, Pale Ore 5 |
17th | +6 | 9 | 18 | 8 | — |
18th | +6 | 9 | 18 | 9 | — |
19th | +6 | 9 | 18 | 9 | Ability Score Improvement |
20th | +6 | 9 | 21 | 9 | — |
Pale Nail[edit]
You Are Attuned To A Versatile Sword. It Looks Like A Long Sword With No Guard. It Is Currently Broken Dealing 1d6/1d8 Slashing Damage.
Focus[edit]
You Can Use 3 "Soul" To Focus Which Restores One Mask.
Soul[edit]
Hitting An Enemy With Your Nail Grants You One Soul. You Cannot Go Over Your Maximum.
Masks[edit]
You Use A Variant HP System Called Masks. You Lose One Mask Every Turn You Get Hit (Unless Specified By DM To Be More).
Charms[edit]
You Gain Access To Charms Which Give You Special Powers.
3 to 5 Charm Notches Based On DM's Discretion- Born Truly Of Flame: The User Is Now Immune To Fire Damage. At Lvl 16 This Charm Is Bound To The User And Does Not Cost Any Charm Notches.
- <!-Use semi-colons for subheaders->
<!-Subclass Feature->[edit]
At Third Level You Get The Ability To Choose A Spell Type. You May Choose From This List: -Shade -Pure -Infected -Grimm -Vessel
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
<!-Class Feature->[edit]
<!-Class feature game rule information->
Spells[edit]
Shade[edit]
You Are The Embodiment Of Death. You Can Use Void Attacks To Defeat Enemies.
- Shade Tendrils
You Can Unleash Dark Whips Which Can Be Used To Bind Enemies (AC of 17) Or To Slash Them (1d12 Necrotic) The Tendrils Have A Range Of 15ft.
- Dark Blades
You Slash The Air Sending 1d4 Shade Blades At One Enemy In Range Dealing 1d6 Necrotic Damage Per Hit.
- Shade Slam
You Use Shade Tendrils To Launch Yourself In The Air And Slamming Down. You Deal 2d10 Bludgeoning Damage To Al Enemies Within 15ft.
- Void Wrath
You Summon The Shade Of A Creature Much Larger Than Yourself To Vanquish Your Enemies. The Shade Knocks The Targets Prone And Slams Them All Into The Ground Dealing 3d10 Bludgeoning Damage.
- Passive Abilities
You Have Utmost Control Of Your Shade Tendrils. They Will Automatically Block Attacks In Exchange For Your Reaction (You Choose If They Protect Or Not). When Using Said Tendrils You Can Grasp Walls (Even If They Are Flat) To Avoid Fall Damage Or Climb Surfaces.
Soul Wielder[edit]
You Use Soul To Cast Spells And Heal Quicker Than Others.
- Vengeful Spirit
User Unleashes A White Fireball Which Does 3d4 Fire Damage.
- Desolate Dive
User Leaps And Slams In The Ground Dealing 3d6 Bludgeoning Damage To All Enemies In 10ft Radius.
- Howling Wraiths
Souls Of The Creatures You've Slaughtered Scream Out At Your Enemies Dealing 5d4 Force Damage To Any Enemies Within 20ft Radius.
- Quick Focus
User Can Heal Without Using An Action Or Bonus Action Once Per Turn By Using 5 Soul Instead Of 3.
- Passives
+3 Soul Meter
Deathly Exchange
User Can Use A Bonus Action To Turn 1 Mask Into 4 Soul.
Swift Revenge
User Can Use Howling Wraiths As A Reaction For Double The Soul And Automatic Critical Hit.
Troupe Leader[edit]
- Flaming Bats
User Creates 1d4 Flaming Bats Which Fly Towards The Enemy Each Dealing 1d6 Fire Damage And Dissipating Afterwards
- Spiked Roots
User Unleashes 1d4 Spiked Roots To Hit Multiple Enemies Or The Same Enemy Multiple Times. The Spikes Deal 2d4 Piercing Damage Each
- Burning Slashe
User Charges At Enemy Slashing Them Multiple Times Dealing 1d12 Fire Damage And Causing The Them To Do A Strength Saving Throw Or Be Knocked Prone
- Defense Mode
User Puffs Up Into A Big Spiked Ball Staying In Place. Enemies Which Hit This Ball Take 2d12 Piercing Damage. Every Turn This Lasts, 4 Fireballs Fire At Random Characters Dealing 1d6 Fire Damage Each. The Orb Has 4d12 HP Which Is Used As Temporary HP. The User Cant Cast Spells Or Move Until They Choose To Stop The Mode Or Run Out Of Temp HP Which Causes The Mode To Stop Automatically. Any Excess Damage Taken That Caused This Feature To End Is Brought Over To The Main Form.
- Passives
User Has Resistance To Fire Damage User Has +1 Mask User Has -10ft Of Movement
Spell List[edit]
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
<!-1st level spell list->
- 2nd Level
<!-2nd level spell list->
- 3rd Level
<!-3rd level spell list->
- 4th Level
<!-4th level spell list->
- 5th Level
<!-5th level spell list->
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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