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===Subclasses=== {{dnd-stub}} The Campaign Guide for Grim Hollow added no new subclasses. That was left for the Player's Guide, which debuted in September 21, featuring the following new subclasses: [[Barbarian]]: * '''Path of the Primal Spirit:''' Want an animal companion, but think the 5e [[Ranger]] sucks? Well, congrats; this is the class for you! The Primal Spirit Path allows you to forge such a deep bond with a totemic animal spirit that it will physically manifest to adventure alongside you. Naturally, its features all revolve around your ''Primal Companion'' (3rd), which is abstracted to the choice of if it's a Primal Guardian (tanky) or Primal Striker (offense-focused), and if it's a Land, Sea or Air creature. ''Shared Rage'' (3rd) gives your Primal Companion a buff when you Rage, which combined with the solid but simple rules for controlling it is very nice. ''Kin to Beasts'' (6th) lets you cast Animal Friendship and Speak with Animals 1/short rest, both keying off of Constitution. ''Skinrider's Trance'' (10th) lets you possess your primal companion or a creature you've cast Animal Friendship on 1/day. Finally, ''Shape of the Wild'' (14th) les you use a bonus action to transform your Primal Companion into a different kind of Primal Companion 1/short rest. * '''Path of the Fractured:''' Inspired by Jekyll and Hyde, with maybe a dash of the Hulk, the Fractured takes a more esoteric approach to rage, attaining the characteristic berserker furies by learning to divide their mind into two split personas; the Id and the Ego. This divide gives them a number of unique mental powers. Starting at 3rd level, they gain ''Face of Rage'', which causes them to turn into an unrecognizable monstrous version of themselves with suped-up unarmed strikes when raging, and ''Mask of Civility'', which gives them a bonus Int or Wis-based skill as well as either a free Artisan's Tool Kit tool proficiency or bonus language. ''Brains and Brawn'' (6th) gives the Fractured resistance to Psychic when not raging, and resistance to everything ''but'' Psychic when raging. ''[[Mork|Cunning]] and [[Gork|Brutal]]'' gives the Fractured increased interaction options when not raging, and boosted crits with unarmed strikes when raging. Finally, ''Better Half'' (14th) lets the Fractured cheat death (and fly into a rage, if it happened when they weren't raging) 1/day. [[Bard]]: * '''College of Adventurers:''' Taking the [[Skill Monkey]] archetype to the extreme, bards of the College of Adventurers study the tales of heroes and adventurers to the point they essentially become capable of [[multiclassing]] without actually multiclassing. Their key feature is the ''Adventurer's Talent'' (3rd), which basically lets them select any other class apart from the [[Artificer]] and gain one of their tricks in a limited format - a Barbarian's Rage, a Warlock Invocation, 2 Sorcery Points and one of the simpler [[Metamagic]]s, etc. They start with 1 Talent, and pick up another one at levels 6 and 14. Their other features are ''Party Planner'' (3rd, creatures under Bardic Inspiration can Help as a bonus action), ''Well Rounded'' (6th; gain a bonus skill, tool and language), and finally ''Improvisational Talent'' (14th, you can swap out one of your Adventurer's Talents whenever you complete a Long Rest). * '''College of Requiems:''' ...It's the [[Necromancer]]-[[Bard]]. Were you ''really'' expecting anything else? At 3rd level, they gain ''Chilling Melody'' (two Necromancy cantrips of their choice as bonus cantrips) and ''Pluck the Heartstrings'' (allies under Bardic Inspiration can expend it to either deal bonus Necrotic damage with a weapon or avoid being dropped to 0 HP). 6th level grants ''Stir the Bones'' (gain Animated Dead as a bonus spell, can use Bardic Inspiration on their undead minions). Finally, 14th level gives them ''Dance of the Dead'' (can make a single-target Necromancy spell hit 2 targets 1/short rest). [[Cleric]]: * '''Eldritch Domain:''' This is the obligatory [[Cthulhu Mythos]] type "mad gods and dire cosmic forces" Cleric you'd expect in a [[Dark Fantasy]]. Most of its features revolve around an "Eldritch Effects" table of temporary insanities the cleric can inflict upon its enemies. At 1st level, it gains ''Unpredictable Inspiration'' (gain a bonus cantrip and skill of the player's choice each time they complete a long rest) and ''Eldritch Contagion'' (spend a bonus action when casting a level 1+ spell to force 1 target to Wisdom save or roll on Eldritch Effects). 2nd level lets them use Channel Divinity to invoke a ''Prophecy of Doom'' (all creatures in target area must Wisdom save or suffer an Eldritch Effect). 6th level gives them ''Otherworldly Calm'' (Resistance to Psychic damage, people who try to read the cleric's mind risk Psychic damage). 8th level gives them ''Potent Spellcasting'', and 17th level grants them the ability to ''Sing the Song that Ends the World'' (creatures take 10d10 Psychic damage if they succumb to Prophecy of Doom; survivors can't be affected by this again for 10 minutes). * '''Inquisition Domain:''' You want to be a [[Witch Hunter]]? Well, this is a step in the right direction. You're basically pissed that [[arcanist]]s get to enjoy so much power on their own whilst divine magic is dying. These clerics gain bonus proficiencies in martial weapons and heavy armor, and a 1st level feature in ''Witch Hunter's Strike'' (add Force damage, which is more potent against targets that are casting a spell and can heal the cleric). 2nd level provides the Channel Divinity in ''Spell Shield'' (1 target gains Temporary HP and Resistance to magic). 6th level's ''Rebuke Invoker'' lets the cleric try to disrupt spellcasting attempts (causing Force damage in the bargain), 8th level gives them ''Divine Strike'' (Force), and 17th level grants them ''Supernal Safeguard'', letting them target Wisdom mod (min 2) targets with Spell Shield. [[Druid]] * '''Circle of Blood:''' It's all about that [[Blood Magic]], baby! Strength through sacrifice, that's the motto here. Aside from the bonus Sangromancy spells, these druids gain the features ''Blood Boon'' (2nd, gain temporary HP when a creature dies within 60 feet), ''Rite of the Blood Moon'' (6th, expend a use of Wild Shape to drive yourself or a nearby ally into a pseudo-[[Barbarian]] Rage), ''Blood Lust'' (10th, creatures under Rite of the Blood Moon can sacrifice hit dices for bonus damage), and ''Create Blood Elemental'' (14th, 1/day summon a water elemental as a reaction when a creature dies within 60 feet). * '''Circle of Mutation:''' These druids study [[fleshcrafting]], seeking to enhance nature and accelerate its development towards perfection. Their features are ''Mutate Shape'' (2nd, when Wild Shaping, spend spell slots to add beneficial mutations to your animal form), ''Circle Forms'' (2nd, you can turn into more powerful forms than other druids), ''Unnatural and Unnerving'' (6th, free Intimidation proficiency, or else in Athletics, Acrobatics, Perception, Stealth or Survival, Advantage on Intimidation checks made in mutated beast shape), ''Endless Evolution'' (10th, gain free mutations when Wild Shaping, can touch a beast and spend spell slots to mutate it), and ''Apex Predator Aura'' (14th, animals must Wisdom save or be too scared to approach you). [[Fighter]] * '''The Bulwark Warrior Martial Archetype:''' Masters of the defensive fighting style, Bulwarks specialize in taking as many hits as they need in order to deliver the last blow. At 3rd level, they can issue a ''Protective Taunt'' to aggro enemies and can also use ''Weather the Storm'' to grant themselves temp HP 1/short rest. 7th level's ''Living Shield'' lets them penalize enemy attacks against their allies. 10th levels ''Aggressive Defense'' lets them spend temp HP and turn it into bonus melee damage. 15th level's ''Improved Second Wind'' causes Second Wind to grant temporary HP equal to the full health it restores. Finally, 18th level's ''Halt the Assault'' lets them burn their own temporary HP to reduce damage done to allies within 5 feet. * '''The Crucible Martial Archetype:''' Warrior-[[alchemist]]s who use experimental drugs, tinctures and concoctions to boost themselves to superhuman limits. Their core feature is ''Compound Creator'' (3rd); this lets them select 3 Compounds, which are basically 3e-style Potions of (Insert Buff Here) - Elfsight Oil for Darkvision, Advantage on (Insert [[Ability Scores]] here), temporary [[regeneration]], etc. It takes ten minutes of work with some alchemical supplies to make a Compound, and it lasts for a day before going inert. The Crucible learns 2 more Compounds at levels 7, 10 and 15. However, they can only drink (1+Con modifier, min 1) Compounds at a time; drinking excessive Compounds imposes a level of Exhaustion per extra compound; it takes a long rest to flush the inert Compounds from their system. Only the Crucible can drink a Compound; anybody else dumb enough to try has to make a Con save or be Poisoned. 3rd level also gives them ''Student of Alchemy'' (Proficiency in Alchemist's Supplies, doubles proficiency bonus for any ability check made with them). 7th level unlocks ''Quick Creation'' (can make and consume a Compound as a bonus action). At 10th level, ''Living Cauldron'' lets the Crucible consume (3+Con mod) Compounds, which increases to (5+Con mod) at level 18. At 15th level, ''Toxin Transmutation'' lets the Crucible spend a bonus action to simultaneously end a Poisoned effect and gain temp HP. Finally, 18th level sees them become a ''Living Catalyst'', letting them swap out one of their known Compounds wen they finish a long rest. [[Monk]] * '''The Way of the Leaden Crown:''' Believing that humanoids need to be rid of the tyranny of supernatural beings, the Leaden Crown seek to hone their bodies and minds to unlock the powerful psionic abilities needed to do battle with otherworldly influencers like seraphs, daemons and primordials. At 3rd level, ''Subtle Hand'' lets them make telekinetic strikes, which are Monk Unarmed Strikes with 10ft reach that do Force damage, whilst ''Psionic Prowess'' lets them cast an invisible Mage Hand at will and use ki to cast detect evil/good (1 ki), protection from evil/good (1 ki), hold person (2 ki), levitate (2 ki), and shatter (2 ki). 6th level's ''Unsubtle Strike'' lets them push a foe 10 feet with an unarmed strike or monk weapon 1/turn. At 11th level, they gain the ''Psychic Crush'' feature, which lets them build up "psychic pressure points" on creatures that they hit with monk unarmed strikes; as a bonus action, they can burn a ki point to trigger these points, dealing Force damage and potentially restraining them. Finally, 17th level's ''Psionic Mastery'' lets them burn ki to cast dispel evil/good, hold monster, telekinesis and wall of force, all for 5 ki each. * '''The Way of Self:''' Ever heard of the trope "Arrogant Kung Fu Guy"? That's these guys in a nutshell. At 3rd level, they gain ''Tall Tales'' (Proficiency in either Deception, Intimidation, Performance or Persuasion), ''Bruised Ego'' (gain temp HP whenever ki points are spent) and ''Assertive Attacker'' (Martial Arts die value goes up 1 step if the monk is at or below 50% maximum HP). 6th level gives them both ''Irrational Retaliation'' (spend 2 ki as a reaction to being damaged to gain advantage on attacks against the assailant) and ''Redoubled Efforts'' (when at or below 50% maximum HP, do +1 die of damage with Martial Arts attacks on a crit). Level 11 gives them the ''Ever Prideful'' state, which is the oh-so-anime ability to fight on out of pure stubbornness after being dropped 0 HP. Finally, at 17th level, ''Egotistical'' causes Bruised Ego and Redoubled Efforts to apply at over 50% max HP so long as the monk was damaged by an attacker within the past minute. [[Paladin]] * '''The Oath of Pestilence:''' It's the [[Nurgle]] subclass. No, seriously; Paladins of the Oath of Pestilence embrace disease and decay as natural, even benevolent, parts of the natural circle of life, and freely share rot and plague to winnow the weak from the strong. These Paladins get a bunch of disease-flavored spells, like stinking cloud, ray of enfeeblement and contagion. Their 3rd level Channel Divinity Options are ''Debilitating Fever'' (infect a non-undead, non-construct foe in melee with a natural disease) and ''Entropic Infection'' (remove necrotic resistance and curse the target to take +2d6 damage from necrotic effects). 7th level gives them an ''Aura of Rampant Sickness'', a 10ft aura (30ft from 18th level) that lets the paladin impose Disadvantage on an ability check, attack roll or saving throw 1/turn. 15th level's ''Disgusting Resilience'' lets the paladin spend hit dice to try and nullify an attack that would drop them to 0 HP - and if they are killed, then the paladin explodes in a shower of pus and gore for 8D6 Necrotic damage. Finally, 20th level's ''Plaguebringer'' grants the paladin immunity to poison and "reduce HP maximum value" effects, resistance to necrotic damage, and causes all enemies who get within 5 feet to take automatic necrotic damage. ** Tenets of Pestilence: :::'''Strength in Resilience.''' Surviving hardship and plague make you stronger. Spreading these things causes strength to flourish. :::'''All Things Must Pass.''' Death is the natural conclusion of life. There is nothing unnatural or amoral about the ending of life. :::'''Might Makes Right.''' The laws of mortals mean nothing to poxes and plagues, they go where they wish and take what they want. So should you. * '''The Oath of Zeal:''' Embracing the power of hate, Zealots are fanatics whose mad determination to destroy their enemies turns them into living weapons. Bonus spells for these paladins are a mixture of divination and "scourge of god" spells like Fear and Insect Plague. Their 3rd level Channel Divinity options are ''Mark of the Heretic'' (designate a target for increased crit range and a free reaction-fueled attack at the start of its turns) and ''Inquisitor's Eye'' (Advantage on Investigation, Insight and Perception, plus immunity to surprise, for 10 minutes). 7th level's ''Aura of Clarity'' gives you a 10ft aura (30ft from 18th) in whcih you and allies cannot be blinded and invisibility fails if you want it to. At 15th level, they can ''Compel Confession'', casting a Zone of Truth without burning a spell slot that also deals out psychic damage to any creature that succeeded on their save. Finally, 20th level's ''Apocalyptic Revelation'' lets the paladin gain a number of powerful buffs for 1 minute 1/day (Truesight 120ft, 5ft blinding aura, grant advantage to all attacks against a creature for 1 turn as a bonus action). ** Tenets of Zeal: :::'''Uncover Corruption.''' Darkness cannot abide the light of day. Wickedness must be revealed before it can be destroyed. :::'''Purge the Heretics.''' Heresy is a tumor that spread through the hearts of the innocent. Cut it out at the source. :::'''No Mercy.''' The righteous path requires unwavering conviction and unflinching resolve. :::'''By Any Means Necessary.''' There is no sacrifice too great when it comes to defeating the wicked. [[Ranger]] * '''The Green Reaper:''' [[Assassin]]s who specialize in the use of poisons. 3rd level gives them ''Envenomed Attack'' (add bonus poison damage to a weapon or 20 bits of ammo as a bonus damage, usable Proficiency bonus times per day; 11th level doubles the damage and makes it usable per short rest) and ''Toxic Tradecraft'' (Proficiency and Expertise with Poisoner's Kit, gain a free poisoner's kit you can replace with 8 hours, can burn spell slots to add extra effects to targets of Envenomed Attack; the more potent the spell slot, the nastier the effect options). 7th level's ''Poison Control'' grants Poison Resistance, Advantage on saves vs. Poisoned, and the ability to cast Protection From Poison for free Wisdom modifier times per day. 11th level's ''Variegated Vexations'' lets the ranger do Acid or Necrotic bonus damage with Envenomed Attacks instead of Poison damage. Finally, 15th level's ''Pain Tolerance'' lets the ranger spend a reaction to an attack to gain temp HP equal to the damage dealt. * '''The Vermin Lord:''' Allies of the skittering legions of the natural world, who learn to take power from the creatures that are so small, but oh so very, ''very'' many. 3rd level's ''Verminkin'' grants the ability to speak with vermin and to summon vermin swarms by spending spell slots (2 swarms per slot level), whilst ''Septic Strikes'' lets them inflict Necrotic damage as a bonus action on any target of their own weapon attacks or their swarm's attacks. 7th level's ''Filth and Fortitude'' grants immunity to disease and proficiency in Constition saves. 11th level's ''Infectious Spread'' can be used Wisdom mod times per day to boost Septic Strikes to also poison the targets. Finally, 15th level's ''Strength of the Swarm'' lets the ranger transfer damage to adjacent swarms. [[Rogue]] * '''The Highway Rider Martial Archetype:''' Mounted combat specialist with a side-order in being surprisingly tanky. For a rogue. 3rd level gives them ''Hair Trigger'' (on rolling for initiative, spend a reaction to either attack with advantage, move full speed (whether on foot or mounted) without opportunity attacks, Dodge, or interact with an item), ''Trusty Mount'' (cast Find Steed (summons a Beast, not an outsider) 1/day) and ''Ride Them Down'' (can Sneak Attack after moving 20+ feet whilst mounted). 9th level's ''Horse Lord'' lets the Highway Rider spend a minute caring to their steed to give it double their level in temp HP, and also lets them Dash, Disengage or Dodge as a bonus action whilst mounted. 13th level's ''True Grit'' gives proficiency in Constitution saves and "Con save for half damage" effects are now "half damage on fail, no damage on save". Finally, 17th level's ''Desperado'' lets them use a Hair Trigger option as a Reaction to falling to 0 HP. * '''The Misfortune Bringer Martial Archetype:''' Thieves of luck who have the ability to deliver all manner of terrible curses to those they choose to target. 3rd level gives them ''Evil Eye'', which is used to mark a target for their ''Misfortunist'' feature. They gain two "Misfortunes" (lesser curses powered by Jinx Points) and 3 Jinx points; they gain +1 Misfortune at 9th, 13th and 17th level (and can swap one out whenever they complete a long rest), and +2 jinx points at 13th level. 9th level's ''Steal Luck'' lets the rogue remove a creature's Advantage on an ability check, attack or save 1/short rest to regain an expend Jinx Point - from 17th, this can be done 3/short rest. Finally, 13th level's ''Curse Caster'' lets the rogue cast Bestow Curse for 3 Jinx Points. [[Sorcerer (Dungeons & Dragons)|Sorcerer]] * '''The Haunted:''' Sorcerers who survived a brush with death and now have a ghostly companion guiding them through the spirit world. At 1st level, the Haunted gains the traits ''Haunted Spells'' (learn Unseen Servant, See Invisibility, Speak with Dead, Death Ward and Little Death as extra spells, they can be cast by substituting sorcery points for spell slots), ''Phantom Companion'' (gain a Familiar in the form of an Undead Specter, which can turn invisible and, from 3rd level, use Life Drain as one of your attacks), and ''Sixth Sense'' (add Charisma mod to Dex checks to determine initiative). 6th level's ''Strength of Spirit'' powers up the Phantom Companion so it can now channel spells like a familiar, whilst ''Deathly Pallor'' gives the Haunted Resistance to Necrotic and the ability to swap sorcerer spell damage types to Necrotic. 14th level's ''Phantom Possession'' lets the Haunted control creatures by having their Phantom Companion possess them. Finally, 18th level's ''Become Death'' lets the Haunted turn into a spectre themselves 1/day. * '''The Wretched Bloodline:''' Inheriting an ancestral curse, this sorcerer has learned to take it apart and make it into a source of power. [[Warlock]] * '''The First Vampire Patron:''' Needless to say, this gives you [[vampire]]-lite abilities * '''The Cosmic Parasite Patron:''' Agreeing to host the nascent offspring of an entity that feeds on the vitality of whole peoples and planets, these warlocks are surprisingly physically adept due to the monster lurking beneath their skin. [[Wizard]] * '''Plague Doctor:''' Practicing a blend of magic, alchemy and herbalism, plague doctors learn how to heal the sick... and to blight the healthy, should they desire. * '''The School of Sangromancy:''' This is the [[Blood Magic]] tradition. Who're you trying to kid? In addition, two [[Artificer]] subclasses were unlocked as part of the stretchgoals for the Kickstarter... unfortunately, because the Artificer was not in the SRD, Ghostfire Gaming is not legally allowed to put them in the GHPG; instead, they had to be released as "Pay What You Want" on the DM's Guild website. [[Artificer]] * '''Machine Cultist:''' An eldritch machine from far future whispers to the minds of suitable individuals paving way to its inevitable creation. (It's based on actual thought experiment know as Roko's basilisk.) Class is fusion of Artificer and Warlock with the ability to turn vehicles into Infernal Engines. So basically mad cart mechanic from taking instructions from unborn A.I. * '''Reanimator:''' To those that think that Victor Frankenstein had the right idea but just did not go far enough a.k.a. Make your own Flesh Golem.
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