Born this way, or cursed, you were given the dark powers that originate from the Creatures of Grimm. You draw on this dark energy to cast spells, a power that slowly corrupts the mind, heart, and soul.
Anora finds it strange how these Sorcerers can still draw on the long gone darkness for their deeds. Perhaps there now they draw on normal darkness, and just manifest it the same way, or maybe they find ways to channel the darkness from the ancient residue of the Grimm.
When you choose this subclass, you can pick from or roll on the Grimm Soul table to create a quirk for your character. These effects are purely cosmetic, though they may turn some heads.
| d6 | Quirk |
|---|---|
| 1 | Your eyes glow with a burning orange light when you cast spells. |
| 2 | You have small, dark, leathery patches of skin across your body. |
| 3 | You have several white bone protrusions across your body, be it horns, external ribs, or bony plating. |
| 4 | You have long, claw-like fingernails that are completely made of bone. |
| 5 | Your hair consists entirely of shadows woven together or has shadowy wisps emanating from it. |
| 6 | Your sweat or blood is a dark, oily substance. |
You learn additional spells when you reach certain levels in this class, as shown on the Grimm Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.
Additionally, you gain access to the Grimm Claws cantrip. This does not count against your cantrip total.
Grimm Spells |
|
|---|---|
| Sorcerer Level | Spells |
| 1st | Inflict Wounds, Arms of Hadar |
| 3rd | Summon Lesser Grimm, Darkness |
| 5th | The Flame of Frenzy, Vampiric Touch |
| 7th | Summon Greater Grimm, Shadow of Moil |
| 9th | Enervation, Negative Energy Flood |
| 1th | Summon Elite Grimm |
Starting at 1st level, you gain resistance to necrotic damage, similar to lesser Grimm. While not weak to radiant damage like the Grimm, it does give you an ill feeling.
When you hit level 15 in this class, the necrotic resistance becomes immunity.
Starting at 6th level, you can sense and inflame the negative emotions of nearby creatures using sorcery points. As a bonus action, you can create the following effects by surging the negative emotions in a sentient creature:
| Point Cost | Emotion/Effect |
|---|---|
| 2 | Fear: Target must make a Wisdom saving throw against your spell save DC or be frightened of you for 1 minute. Targets can repeat the save at the end of their turn, ending the effect on a success. |
| 3 | Anger: Target must make a Wisdom saving throw against your spell save DC or target their nearest ally with one of their attacks on their turn. If there is no ally in range, they forgo that attack. |
| 2 | Recklessness: Target gains advantage on all attack rolls, but all attack rolls against it have advantage until the end of its next turn. |
| 2 | Lust: Target must make a Wisdom saving throw against your spell save DC or be charmed for the next minute. This effect ends if the target takes damage. When it ends, the target knows it was charmed. |
Starting at 14th level, you can cast Darkness from your spell list without expending a spell slot a number of times equal to your Charisma Modifier per long rest and can see in all magical darkness. When you end your turn in magical darkness, you gain 1d10 temporary hit points.
Additionally, you may now convert temporary and normal hit points into sorcery points. You must extinguish 10 hitpoints to regain one sorcery point. You can do this a number of times equal to your Constitution Modifier per short or long rest.
Starting at 18th level, you can temporarily become one with the Grimm. As a bonus action on your turn, your skin becomes dark, black, and leathery, and bone plates spike from your skin, giving you a +2 to AC. You also grow large Nevermore wings, giving you a fly speed equal to your walking speed, and your eyes turn to a burning orange, giving you Truesight out to 120 feet.
Additionally, while in this form, Grimm will refuse to attack you, and you roll with advantage when using your Grimm Claws cantrip, which will always do maximum damage. Your Grimm summons are also empowered, doubling their hitpoints and allowing them to make an extra attack.
Once you use this feature, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.
Evocation Cantrip
Casting Time:
Range: Self
Components: S
Duration: Instantaneous
You grow sharp bone claws on your fingers and are filled with bestial ferocity. Make a melee spell attack against the target. On a hit, the target takes 1d10 necrotic damage.
At Higher Levels: You can make an additional attack roll against a target in range when you reach 5th level, a third at 11th, and a fourth at 17th.
Spell Lists: Sorcerer (Grimm Soul)
2nd Level Conjuration
Casting Time: 1 Action
Range: 30ft
Components: V, S/p>
Duration: 1 hour (Concentration)
You summon a small pool of Grimm Liquid within range and pull a creature of Grimm from the depths. You can summon a Saber, Ursa, Beowolf, Boarbatusk, Griffon, Centinel, or Creep. The Grimm lasts for 1 hour or until destroyed. It acts directly after your turn in combat. If you lose concentration, it will attack everyone in sight except you. If you recast this spell, you can regain control of the Grimm.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the Grimm gains an additional 10 hitpoints per level above 2nd.
Spell Lists: Sorcerer (Grimm Soul)
4th Level Conjuration
Casting Time: 1 Action
Range: 30ft
Components: V, S/p>
Duration: 1 hour (Concentration)
You summon a pool of Grimm Liquid within range and pull a creature of Grimm from the depths. You can summon a Beringel, Lancer Drone, or any Alpha variant of the Saber, Ursa, Beowolf, Boarbausk, Griffon, or Creeper. The Grimm lasts for 1 hour or until destroyed. It acts directly after your turn in combat. If you lose concentration, it will attack everyone in sight except you. If you recast this spell, you can regain control of the Grimm.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the Grimm gains an additional 20 hitpoints per level above 4th.
Spell Lists: Sorcerer (Grimm Soul)
6th Level Conjuration
Casting Time: 1 Action
Range: 30ft
Components: V, S/p>
Duration: 1 hour (Concentration)
You summon a large pool of Grimm Liquid within range and pull a creature of Grimm from the depths. You can summon an Alpha Beringel (with wings), a Cenitaur, Goliath, an adult Nevermore, an Alpha Manticore, or an adult Deathstalker. The Grimm lasts for 1 hour or until destroyed. It acts directly after your turn in combat. If you lose concentration, it will attack everyone in sight except you. If you recast this spell, you can regain control of the Grimm.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the Grimm gains an additional 40 hitpoints per level above 6th.
Spell Lists: Sorcerer (Grimm Soul)