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Nolte der Mächtige

10 Level (0/85000 XP for level-up) Deserted Emberblood Prodigy Background Felis Race / Species / Heritage Chaotic Good Alignment
Grimm - Bloodhound
Level 10
Hit Dice: 1/10
1d12+1 Class 1

STR
23
+6
DEX
12
+1
CON
12
+1
INT
8
-1
WIS
12
+1
CHA
16
+3
130
Hit Points
+5
Initiative (DEX)
19
Armor Class (AC)
+4
Prof. Bonus
30ft. Walk, 20ft. Climb
Speed (walk/run/fly)
15
Passive Perception
3 / 3
Marks of Prey
1 / 1
Thrill of the Hunt
4 / 4
Exposure (2)
1 / 1
Indomitable
0 / 150
Toxicity Limit
8 / 8
Infusion Preparation Limit
+8 Expertise Bonus
+4 Proficiency Bonus
+10 Strength
+1 Dexterity
+5 Constitution
-1 Intelligence
+1 Wisdom
+3 Charisma
saving throws
+6 Acrobatics DEX
+1 Animal Handling WIS
-1 Arcana INT
+16 Athletics STR
+3 Deception CHA
-1 History INT
+6 Insight WIS
+3 Intimidation CHA
+4 Investigation INT
+6 Passive Perception WIS
+4 Passive Investigation INT
skills
+1 Medicine WIS
-1 Nature INT
+6 Perception WIS
+3 Performance CHA
+8 Persuasion CHA
-1 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Minaari-Cleaver (+1) +11 STR 2d6+1+6 Slashing
 Heavy (But not too heavy for Meee), Two-Handed, Cleave/Whirlwind
Sturmschneide +12 STR 2d6+4+6 Slashing
 Heavy (Still not too heavy for Meee), Two-Handed, Thrown (60ft), Cleave
Throwing Axes +10 STR 1d6+6 Slashing
 Light, Thrown, Range 20/60
Attacks
Darkvision (You are abled to see in dim light up to 60 feet as if it were bright light, and darkness beyond that as dim light.)

Purrsuasion (You can use your short and cute nature to your advantage as much as you can. You have proficiency in the Persuasion skill.)

Curious Nature (Being an inquisitive Felis you have proficiciency in the Investigation skill.)

Claws (Due to your claws you have a climb speed of 15 feet. You can also use your claws as a weapon. When you land an attack you deal 1d4 + Strength Modifier as slashing damage as a an unarmed attack.)

Squat Nimbleness (+1 in Strength and your speed increases by 5 ft. Additionally, you gain proficiency in Athletics and advantage on escaping grapples with Athletics checks.)

Skilled (You gain proficiency in one skill of your choice (Athletics). Additionally, you gain a flat bonus of +1 (+2) to all skills you possess proficiency (expertise) in.)

Trophies


Angler Worm Cephalo-Appendage (Gain Expertise in Athletics.)

Fanged Ettercap Head (Toxicity Limit +50, Resistance to Acid Damage.)

Dread Centipede Trophy ((1) As long as you move on stone, bricks or similiar materials: You ignore difficult terrain imposed by ground surfaces and expend only 2.5 feet of movement for every 5 feet you move. You may also benefit from all effects of (2). (2) Otherwise on any solid terrain: You may take the Dash Action as a Bonus Action. If you thereby moved at least 60 feet in a straight line, you may immediately pounce at a creature within melee range - in an attempt to grapple that creature - as part of that Dash Action. Any remaining movement is forfeited if you do so.)

Shallar Claws (Unarmed Attacks gain Reach, become Magical and deal 2d6 Slashing Damage.)

Shallar Flux-Infused Arm Runes (As a Reaction (2/Long Rest): Create a forcefield around you in response to a ranged or melee attack that would hit you. Triggering physical non-magical attacks and projectiles are blocked completely, averting the hit. Damage induced by triggering magical attacks and projectiles is halved and Saving Throws part of them are made with advantage. The forcefield then ends.)

Crab Champion Shell Crystal (Gain +2 to Athletics. As a Bonus Action (2/Long Rest): Infuse your weapon or unarmed attacks with elemental energy for 1 minute. Infused attacks count as magical and their damage becomes converted to fire, lightning, acid or water damage. You choose the damage type once initially when activating this trophy and again at the start of each of your turns until the effect ends.)

SHADAARI TROPHY (CR 11)

Scrapheaps Inexorability (Anchor-Chain) (Strength +3. As a Reaction, taken immediately whenever you enter the Thrilled State, you may emit a violent energetic pulse in a 20-ft. radius, centered on you. Every creature within the area is forced to make a STR saving throw (DC 18). On a failure, affected creatures are pushed 10 feet away from you in a straight line, though at least to the maximum range of the radius. Creatures within 5 feet of you automatically fail this saving throw.

Scrapheaps Heritage (Ancient Shell) (Wisdom +3. As an Action (2/Long Rest), you may access a portion of the innate powers of fabled Krakenspawn. Choose Pulse Wave or Speak with Animals as if you would cast a spell (DC 18), though you do not need verbal, somatic or material components to do so. You may solely use Speak with Animals cast in this way on creatures with an innate swimming speed, but the cast time becomes 1 Action and the effect´s duration lasts until you finish a long rest or loose control of this trophy.

O´Tuls Final Lesson(Shallar Pendant) (You gain an additional charge for Thrill of the Hunt. Whenever you use your Thrill of the Hunt feature, immediately regain 2d12 hit points.)

Fangs of the Abyssal Tyrant (Exo-Fangs) (+3 Damage Modifier to all Physical Attack Hits, You can now enter Thrill of the Hunt at will at any time, unless you are unconscious, without needing to drop below 50% Hit Points, though still only once per Long Rest. Instead, once per day as soon as you drop below 25% Hit Points, you immediately take a full additional turn after the current initiative count.)

Features & Traits

Adventure Gear


1x Dread-Centipede Breastplate (Breastplate (+1), AC 15, Magical, +3 To Initiative Rolls)

1x Chamaleon Dagger (Dagger, +1, Magical) - Invisible Blade

1x Greataxe


2x 30ft Rope

1x White Chalk

1x Gas Mask

1x Instant Ladder

Job Gear & Materials


1x Giant Boar Meat (Grade 2)

1x Giant Boar Hide (50 Gold, Grade 2)

1x Crystal Chamaleon Hide (Grade 2)

2x Ettercap Acid (Grade 3)

1x Dread Centipede Filet (Grade 3)

6x Shadaari Sea Serpent Fine Snakety-Snake-Steak (Grade 4) (800 Gold)

1x Scute Swarm Chitin (5000 Gold, Grade 4)

2x Moonstone (200 Gold, Grade 2)


Reinforced Iron Shovel (+2 Prospector Checks)

Hardened Iron Pickaxe (+2 Miner Checks)

Decent Survival Cooking Set (+2 Cook Checks)

Consumables


1x CRACK (CRystalline ACtivity Kicker)

5x Greater Healing Potion (8d4 + 8)
2x Superior Healing Potion (12d4 + 12)


4x Throwing Axes

3x Flashing Cracker
1x Blazing Cracker

2x Thermite Charge

2x Frag Grenade (Tier IV)

2x Smoke Bomb

1x Spellscroll - Locate Creature

1x Spellscroll - Aura of Perseverance

Special Equipment


Homecaller

Sturmschneide

Moonstone Bipyramid (Unsocketed)

Phylacterium (Incense Burner)

(( The Sentecc Core ))

Personal Items


Etterclap Claw - Necklace (A stylish trophy fashioned out of the prominent claw of an Ettercap. It still prickles on touch.)

White Flag (A white piece of linen on a stick. Supposedly it is used to "surrender". Whatever that means...)

Gigantic Sea Serpent Head (A monstrous head of a slain Shadaari Sea Serpent. Even in death, its pressence evokes fear before the apex predators of the depths.)

Permanent Upgrades


Nightwarden (Darkdrops contain 10 instead of 5 charges)

Infusions


Bloomshade

Ironrime

Vipernettle

Terrorvine

Scorpio

Flickerwisp

Bullete Fervor

The Last Stand (Shadaari Sea Serpent)

Equipment Copper: 1, Silver: 1, Electrum: 0, Gold: 1148, Platinum: 120 Money

Languages


Haven Common

Veijranii Common

Jobs


Cook

Leatherworker

Languages & Proficiencies
I have a deep seated desire to prove and improve myself. Thus I am prone to act even in dangerous situations.

The world I grew up in was wonderous, but far more limited than the civilised world I am now living in. There is magic, new races I've never seen and new dangers everywhere. Even the inhabitants of this place seem to only know half of whats going on. I want to see more of this and learn of the world. But like, in the face to face / axe to face kinda way, not from dead words on paper.

I lost my family twice (even though I can only remember the second one). I want to find a new place I can belong to and this time I will not allow it to be lost again.

Personality Traits
Might makes right. This was the iron rule among the warriors who raised me. Whether you fight someone or steal something, as long as you can get away with it you had the right to do so.

Contraty to the beliefs of his clan however, I do not limit this view to the individual. If your family or your friends are mighty, then you benefit from this aswell, since a group will achieve things the individual never could.

Also: I am "The Mighty". Which, obviously, also makes me righty.

Ideals
I will become the mightiest fighter in the world. I will some day return to the clan where I was raised, prove that I have grown stronger than all of them, and find out what happened to my (adopted) Parents

I fed a Koibra once. Weird thing. But quite the magnificient creature. It seems to have taken a liking to the steaks I righteously earned.

Companionship Tattoo

Bonds
Having grown up in a warrior culture in the Veijranii wilds, I am not well versed in the workings of civilisation and a its customs.

I am the mightiest slayer of Monsters this realm will ever meet, at least that's what I will tell anyone who asks (and anyone who doesnt). However below the surface there is a small Felis who just wants to enjoy life, meet nice people and have adventures. This discrepancy sometimes rattles my confidence and the iron resolve my Grimm training instilled in me, and will at times make me act overly boastful or defensive. At other times I might falter or hestitate for a moment during the more cruel parts of a Grimms bloody work.

Flaws
-11385 GOLD GRUPPE
+ 1 Ru´s Wurfklinge
-4 Greater Healing Potions
+1 Bag of Holding
-1 Superior Healing Potion

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

Breastplate of Abyssal Torment

Armor (Medium)

Legendary 20+ Strength OR 20+ Constitution Requires Attunement

Breastplate (+4), Magical, Charges

Charges: This item can possess up to - 10 - charges. Certain traits of this item can only be used or activated when a number of [charges] are expended as an additional cost. The item can only regain charges by means of Rising Temper.

Rising Temper: Whenever the wearer of this armor has taken a cumulative 20 physical slashing, piercing or bludgeoning damage, they instantly gain - 1 - charge to be stored within this armor. The damage does not have to be taken in a single instance, but must be received in the first place. Therefore, charges can not be accumulated from damage the wearer is immune against, neither from flat damage reduction, though damage the wearer is resistant against accounts for its full amount. On death, as well as after having not taken at least 20 cumulative physical damage within the last minute, the armor immediately looses all of its charges.

Sea Serpent Royalty: The wearer of this armor is resistant against lightning damage. As a Bonus Action, they may toggle the armor to emanate bright blue light underwater within 300 feet or them, or 30 feet otherwise. Aquatic creatures of CR 15 or lower within the light´s influence won´t attack the wearer or their allies, unless they themselves are led or controlled by a creature of CR higher than 15.

Abyssal Revenge [3]: When taking a Reaction to make an Opportunity Attack, the wearer may make three weapon attacks instead of one.

Abssyal Voltage [4]: As a Bonus Action, the wielder may charge their weapon attacks with lightning until the start of their next turn. If they do, their weapon attacks deal an additional 1d10 lightning damage on a hit.

Abyssal Surge [7}: On your turn, immediately gain an additional Action.

Abyssal Torment [10]: As an Action, the wearer unleashes the full power of the armor, as lightning devastates their surroundings. The wearer and every creature within 120 feet if underwater, or 30 feet otherwise, is forced to make a DC 20 CON Saving throw, taking 10d8 lightning damage on a failure and being paralyzed until the end of their next turn, or halve that damage without being paralyzed on a success. If underwater, an affected creature makes the saving throw with disadvantage and takes twice as much lightning damage.

Being nimble enough not to get hit is good. Having something to keep your entrails where they´re supposed to be in case you ultimately aren´t, even better. Decent armor can make the quick difference between a bloodied, but barely-alive hero - and a brave, but nonetheless dead fool. With a plethora of materials, minerals and magicals to choose from, how much one may place between themselves and sudden death is just a matter of skill and coinage; and the sum of it.

And so the Essence Channeler spoke to the beast: "You may go forth into the depths, young one. You may flee, bleed, weep and be sundered against the rocks of the abyss. You will sink to the bottom of the trenches, sand and bones of your ancestors grinding against your broken form. You will bathe in the agonizing burn of the glistening sands that swathe the deep until nothing remains but fury; fury for revenge, fury for power, fury for unbrittled dominance. If you survive, young one, you may claim that glory and rise, rise up as more, more than a mere serpent, more than a mere beast of the ever-changing currents. You will rise as an emperor, as a true shadaari, molded in torment. You will bring fear. You will bring war. And most of all: You will bring glory to the Shadaari Emirates. Now go forth, young one. Claim your place at Sseths side. Or feed the sands with your blood, so others can.

Upgradable: No Engravable: No Tincturable: No Poisonable: No Enchantable: No

Type AC STR Req. Stealth Dis.
Medium 18 No

Cost: 45000 Gold

Minaari-Cleaver

Weapon

Uncommon

Heavy, Two-Handed, Cleave, Whirlwind


Effect: The Minaari-Cleaver allows for area attacks. Only one single attack roll is made. An attacker may choose between Cleave or Whirlwind. Affected creatures may take reactions to the attack individually after their hit has resolved.

Cleave Effect: Hits all creatures within 5 feet in front of the wielder.

Whirlwind Effect: Hits all creatures within 5 feet around the wielder.

Greataxes are part of the heavy melee weaponry line still produced around the continents for the uses of adventurers, militia and less technological affine alike.

Within the Veijranii-Convent's realms, no joint-venture is more daring in their endeavours than the Minaari. Featuring and granting many of the most prominent public adventurers within and beyond the Convent patronage, they are known for their high risk, immeasurable reward quests. Due to the fact that they entered the "business" as a more or less open adventuring guild - even before the Crestless took over its international organization - their knowledge, weaponry and scope lies beyond most people's imagination.

This Greataxe, fashioned to equal parts by Veijranii blacksmiths and woodworkers, allows far more wide-reaching and cleaving strikes than a normal axe of its size could ever accomplish. All the whilst mainting its devastating impact power, thanks to the lightweight crafting methods preserved by the Convent's artisans.

Upgradable: Yes Engravable: Yes Tincturable: Yes Poisonable: Yes Enchantable: Yes

Type Damage Damage Range
Martial Melee 2d6+1 Slashing

Cost: 350 Gold

Sturmschneide

Weapon

Legendary Attunement is permitted and rejected by Sturmschneide´s will. Requires Attunement

Magical, Heavy, Two-Handed, Thrown (60ft), Cleave


Unredeemed: Damage dealt by Sturmschneide is not magical, and only its Cleave property can be used, for as long as its wielder is not attuned to it.

Cleave: Sturmschneide allows for Cleave attacks, hitting all creatures within 5 feet in front of the wielder. Only one single attack roll is made. Affected creatures may take reactions to the attack individually after their hit has resolved.

Ball Lightning: Sturmschneide can be thrown, turning into a single target ball lightning that deals its whole damage as lightning damage instead of slashing damage. Immediately after Sturmschneide hits a target, it returns to its attuned wielder. Alternatively, its wielder may pay 25% of their maximum true hit points to immediately teleport to the hit target, reappearing in an unoccupied space within 5 feet of them. If they do, the attack still counts as a ranged attack for all rules purposes. If the wielder is restrained or grappled when attempting to do so, they immediately repeat all saving throws that caused those effect(s) with advantage, performing the teleportation if they succeed on all of them, or failing to do so otherwise, though they are forced to pay the hit point cost in either case.

Merciless Tempest (1/day): As a Bonus Action, the wielder of Sturmschneide may enter a state of unrestrained fury, channeling the merciless devastation of the heavens for 1 hour. Weapon attacks made with Sturmschneide during Merciless Tempest deal an additional 1d6 lightning damage to the target on a hit. The wielder of Sturmschneide may end the effect at any time.

Unleash the Storm (3/day): At will, though only during Merciless Tempest, the wielder of Sturmschneide may choose to completely abandon their mortal restraints, serving as a conduit to the primal rage of the storms which sunder the earth. If they do, Merciless Tempest deals an additional 2d6 instead of 1d6 lightning damage to targets hit by Sturmschneide until end of turn. Furthermore, whenever its wielder makes an attack roll with Sturmschneide during Unleash the Storm is active, they may choose to pay 25% of their maximum true hit points instead of expending an Attack entailed in their Attack Action. The hit point cost must be paid before performing the attack roll and can´t be reduced by any means. Paying the hit point cost can´t reduce the wielder´s hit points below 1 and is prohibited if it would. Hit points lost in this way are not subject to regeneration features or similiar abilities and have no inherrent damage type.

Greataxes are part of the heavy melee weaponry line still produced around the continents for the uses of adventurers, militia and less technological affine alike.

Sturmschneide. Stories told to the Emberblood Clan by Father, the Grey Hunter, tell the tale of an axe forged not by hand, but born out of pure rage against the powers beyond. Though Father never felt the need to elaborate much further, he claimed for the weapon to be a sign that no human, no monster, no being before, of and after the times of the Cataclysm is inviolable; is safe from being hunted. That it was forged out of the very anger and grief a Veijranii maiden had to suffer through her life. A maiden who succeded on more hunts than any grown and grizzled man, before she finally succumbed to the inadvertable bitterness of life. "Sturmschneide", Father said, "is a reminder of the power we can evoke if we have something to fight for. The strongest of which you know by the iron rule: Family."

Upgradable: No Engravable: No Tincturable: Yes Poisonable: No Enchantable: No

Type Damage Damage Range
Martial Melee 2d6+4 Slashing 60ft

Cost: 12500 Gold

Throwing Axes

Weapon

Common

Light, Thrown, Range (20/60)

Throwing Axes are part of the light ranged weaponry line still still produced around the continents for the uses of adventurers, militia and less technological affine alike.

What they lack in impact power for melee combat compared to their greater relatives, they make up for with their flexibility and ease of use for a wide array of tasks. Primarily a side weapon for mercenaries and hunters for self-defense purposes, throwing axes are a formidable addition to any axe-enthusiast's arsenal. In most cases, they are unlikely to break on impact, making them also a decently economic weapon choice; required that they can be retrieved.

Upgradable: No Engravable: No Tincturable: Yes Poisonable: Yes Enchantable: Yes

Reusable: Yes

Type Damage Damage Range
Simple Ranged 1d6 Slashing 20/60 ft

Cost: 1 Gold

Flashing Cracker

Ammunition

Common

Thrown, Range 60, Area (10ft. Square)

Effect: All targets within the area of explosion are forced to make a CON saving throw (DC 15). On a failure, affected creatures are blinded until the end of their next turn.

Crackers are originally a product of New Havian Teclecs tinkering with a multitude of natural substances. Some of these experiments brought up quite stable product, which thereon began to be produced in higher quantities around the Conglomerate. All Crackers resemble roughly 15 to 30 centimer long sticks of varying colors, wrapped in paper or other flexible materials, the charge being safely stored inside. Most of them are primed by cracking them in half, hence their name, which fuels a chemical reaction within the charge. At this point, it is dearly advised to let go of them as quickly as possible.

Flashing Crackers are colored bright white and fully live up to their name. Once cracked and thrown, they emit an intense flash of bright light in their target area, potentially blinding anyone within for a couple of seconds.

Upgradable: No Engravable: No Tincturable: No Poisonable: No Enchantable: No

Reusable: No

Cost: 5 Gold

Blazing Cracker

Ammunition

Uncommon

Thrown, Range 60, Area (15ft. Cone)

Blaze: All targets within the area of explosion are forced to make a DEX saving throw (DC 15). On a failure, creatures take full damage from the explosion, or halved damage on a success.

Crackers are originally a product of New Havian Teclecs tinkering with a multitude of natural substances. Some of these experiments brought up quite stable product, which thereon began to be produced in higher quantities around the Conglomerate. All Crackers resemble roughly 15 to 30 centimer long sticks of varying colors, wrapped in paper or other flexible materials, the charge being safely stored inside. Most of them are primed by cracking them in half, hence their name, which fuels a chemical reaction within the charge. At this point, it is dearly advised to let go of them as quickly as possible.

Blazing Crackers are colored brick red and one of the more immediately dangerous Crackers available in the lower price spectrum of their kind. Once cracked and thrown, they create a quickly spreading and cascading wave of fire from their point of destination onwards. The heat can be intense enough to severly harm foes and set objects in the vicinity on fire.

Upgradable: No Engravable: No Tincturable: No Poisonable: No Enchantable: No

Reusable: No

Type Damage Damage Range
None 3d6 Fire 60 ft

Cost: 5 Gold

Thermite Charge

Explosive

Uncommon

Special, Thrown, Range 30, Area (5ft. Sphere)

Effect: DC 15 DEX Save for all creatures within the area. On a failure, creatures take full damage from the thermite charge and suffer from Burn Through and Melting Armor. On a success, creatures take halved damage, and suffer no additional effects.

Burn Through: A burning creature is dealt half the initial damage again at the start of its next turn.

Melting Armor: An affected creature with non-organical armor has its AC permanently reduced by 3, up to the maximum AC it gains from said armor.
If the creature is a construct, it instead has its AC permanently reduced by 3, down to a miminimum total AC of 10.

Bombs and Grenades are originally a product of New Havian Teclecs tinkering with a multitude of natural substances. Some of these experiments brought up quite stable product, which thereon began to be produced in higher quantities around the Conglomerate. All bombs consist of varying types of containers, ranging from multitudes of miniscule glass orbs all towards massive metal spheres the size of a minotaur's head. They are often more potent than crackers, but their price tag puts off many prospective customers. Some are primed by igniting a fuse that fires up its contents. Others simply need to be thrown at a location with enough force to destabilize the inlaid charge. Unprofessional usage of bombs may lead to concussions, loss of hearing, severe injury and death. Caution is sincerely advised.

Thermite Charges aren't bombs in the closer sense, but devices carefully crafted in high quantities for Havian building projects. The Conglomerate's national railroad project especially takes up the bulk of ressources in that regard, using thermite to wield rails together over hunders of kilometers.

Although the final process for thermite-mixing - derived from Teccra documents in Ezekiel's Bridge - isn't that complex, gaining the required aluminium in the first place proves to be quite a different issue. Bauxit deposits may be plenty within New Haven's borders, but the required procedures to extract and refine aluminium from it take up immeasurable amounts of energy, not even easily provided by more potent industrial fluxxcores. Therefore, the legal sale of thermite for private or adventurous purposes - though coveted by those who know of its armor- and plating-shredding properties - is severly limited, if even possible at all. Only those with proper connections or a good standing with industrial corporations may therefore hope to ever lay their hands on the potent charges, unless they plan on resorting to the blackmarket.

Upgradable: No Engravable: No Tincturable: No Poisonable: No Enchantable: No

Reusable: No

Type Damage Damage Range
None 8d8 + 10 Fire 30 ft

Cost: 100 Gold

Smoke Bomb

Ammunition

Common

Special, Thrown, Range 60, Area (15ft. Sphere)

Smoke Screen: The area of effect is covered in dense smoke, heavily obscuring it for up to 1 minute. A strong wind or similiar effect disperses the smoke. For as long as the Smoke Bomb is active, it may be picked up, carried, or thrown again, displacing the area of effect accordingly. If carried, the area of effect moves with the carrier.

Bombs are originally a product of New Havian Teclecs tinkering with a multitude of natural substances. Some of these experiments brought up quite stable product, which thereon began to be produced in higher quantities around the Conglomerate. All bombs consist of varying types of containers, ranging from multitudes of miniscule glass orbs all towards massive metal spheres the size of a minotaur's head. They are often more potent than crackers, but their price tag puts off many prospective customers. Some are primed by igniting a fuse that fires up its contents. Others simply need to be thrown at a location with enough force to destabilize the inlaid charge. Unprofessional usage of bombs may lead to concussions, loss of hearing, severe injury and death. Caution is sincerely advised.

There is not much to say about Smoke Bombs, other than that they are probably one of the oldest tricks in the books for anyone from street magicians, over larcenists, to full-on assassins. Do your deed, vanish in a cloud of obscurity, profit. Just hope that whatever is after you doesn´t have the means to peer through your screen. Or that better be not your only escape plan in case that they do.

Upgradable: No Engravable: No Tincturable: No Poisonable: No Enchantable: No

Reusable: No

Cost: 10 Gold

Frag Grenade

Ammunition

Varies

Special, Thrown, Range 60, Area (15ft. Sphere)

Effect: All targets within the area of explosion are forced to make a DEX saving throw (DC 15). On a failure, creatures take full damage from the explosion, or halved damage on a success.

Bombs and Grenades are originally a product of New Havian Teclecs tinkering with a multitude of natural substances. Some of these experiments brought up quite stable product, which thereon began to be produced in higher quantities around the Conglomerate. All bombs consist of varying types of containers, ranging from multitudes of miniscule glass orbs all towards massive metal spheres the size of a minotaur's head. They are often more potent than crackers, but their price tag puts off many prospective customers. Some are primed by igniting a fuse that fires up its contents. Others simply need to be thrown at a location with enough force to destabilize the inlaid charge. Unprofessional usage of bombs may lead to concussions, loss of hearing, severe injury and death. Caution is sincerely advised.

Frag Grenades are probably one of the most common and simple contraptions available for sale in New Haven and the Sunderlands. Armed by lighting up their ignitable fuse, the mixture of saltpeter and sulfur within almost immediately explodes on impact or mid-air. Though this is the explosive principle of many grenades, frag variants are further enriched with sharpened metal pieces. These shards become highly accelerated on explosion and can tear both through flesh and armor with ease.

Not used in most military combat scenarios due to the injuries they can cause on mishandle within the own ranks, adventurers and brigands on the other hand have taken a special interest in them, as they can quickly dispatch assemblys of lesser foes in a glimpse. Depending on their potency, impact damage can vary greatly. And so does their price.

Upgradable: No Engravable: No Tincturable: No Poisonable: No Enchantable: No

Reusable: No

Type Damage Damage Range
None 2d6/3d6/4d6/5d6 Slashing 60 ft

Cost: 10 Gold / 25 Gold / 50 Gold / 125 Gold

The statblocks of your class features

Grimm


Hit Points

Hit Dice: d12 per Grimm level
Hit Points at first Level: 12 + CON Modifier
Hit Points at Higher Levels: 1d12 + CON Modifier

Proficiences

Armor: Light Armor, Medium Armor
Weapons: Simple Weapons, Martial Weapons, Throwables
Tools: Choose one from: Alchemist, Animal Handler, Blacksmith, Collector, Cook, Doctor, Falconer, Forager, Hunter, Leatherworker, Miner, Tattooist, Woodworker
Saving Throws: Strength / Constitution
Skills: Choose two from: Arcana, Athletics, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Stealth, Survival

Class Features

Thrill of the Hunt

For many, combat is merely a threat of greatest stakes to be survived, or an inevitable end to all other means lost. To a Grimm, combat is a reward, a baptism, a process of risk and refining ones own strengths and ironing out thy weaknesses. Therefore, out of all of the combatants a world has brought for, Grimms may be among the most fiercesome, often depicted as very, very thoroughly enjoying both the build-up and execution of the process that is a good skirmish.

Whenever your health is reduced below 50% of your maximum HP by means of an attack roll or in-combat saving throw, you may immediately enter the Thrilled state for 1 minute. While being Thrilled, you may attack one additional time when you take the Attack action on your turn, as well as receiving resistance to non-magical piercing, slashing and bludgeoning damage. This state can only be activated once, even if your health is reduced below 50% again after 1 minute elapsed, from which on you have to finish a long rest for it to be available again.

Trophy-Seeker

The life of a Grimm is perilous, even at good times. The line between lunacy by overintoxication, hatred from civiliians, ailments induced by their various prey... a Grimm never knows how much time remains on their journey.
Therefore, Grimms made it their habit to collect tokens, parts and the-likes from the foes they've slain and the challenges they've successfully overcome. These trophies though are more than mere keepsakes. Due to the nature of the threats they face, a well-imagined and -crafted trophy may enhance them with various powers, resistances and abilities that represent both their differentness and prowess alike. As a rule of thumb, the deadlier the threat, the greater the trophy.

When playing as a Grimm, the following general rules apply to trophies and their creation:
  • Trophies can only be created from creatues with a challenge rating equal to or higher than your own level.
  • All Grimm can craft trophies from beasts, plants and oozes. Depending on your subclass, you may also craft trophies from monstrosities, elementals, fey and dragons (Dreadhunter), humanoids, constructs and giants (Bloodhound), or aberrations, celestials, fiends and undead (Grimlock). A trophy crafted from a creature enabled by your subclass may provide aditional enhancements.
  • As a matter of respect for your vanquished prey, only one trophy can be taken or crafted from the same creature per Grimm associated with the kill, though you can possess multiple trophies of the same creatures' type or species.
  • There is no limit to harvesting and crafting trophies, though you can only benefit from a number of them up to a maximum depending on your Grimm class level, as represented by the Trophy Limit column.
  • You may exchange your active trophies as part of a short rest.
  • The time required to harvest trophy material from a creature depends on the creatures' challenge rating, equaling 10 minutes * CR.
  • The time required to craft a trophy depends on the creatures challenge rating, equaling 4 hours * CR. Up to 4 hours per day may be spent to further the creation of your trophy.
  • The benefits provided by your trophies can vary greatly, with some common options detailed by the table below. More options may be discussed and added in arrangement with your DM, especially when tinkering custom abilities provided by your trophies.
  • A trophy created from a legendary creature can posses up to 1 additional quality on top of its regular CR-based quality maximum.
  • For balancing reasons, each time you take a quality from the table below an additional time, it counts as the value three rows to the left (i.e. CR 13 - 16 trophy with 2nd time Armor Rating will only provide +1 to AC instead of +2 to AC). If a quality would leave the table to the left in this way, it counts as 0 and can't be chosen. The same quality row can't be chosen more than two times.
Trophy-TableCR 1 - 4CR 5 - 8CR 9 - 12CR 13 - 16CR 17 - 20CR 20+
Armor Rating +1 +1 +2 +2 +3 +4
Movement Speed 5ft. 5ft. 10ft. 10ft. 20ft. 30ft.
Hit Modifier +1 +1 +2 +2 +3 +4
Hit Point + Hit Die Maximum +1d12 +1d12 +3d12 +3d12 +5d12 +6d12
Damage Modifier +1 +1 +2 +2 +3 +4
Attribute Bonus +1 +1 +3 +3 +5 +5
Saving Throw Proficiency - +1 Prof +1 Prof +1 Prof +2 Prof +2 Prof
Skill Proficiency - +1 Prof +1 Prof +2 Prof +2 Prof +3 Prof
Initiative Modifier +1 +1 +3 +3 +5 +6

Marks of Prey

There would be no fight if a Grimms' target is an expert at stalking, evading and ambushing, only striking when it fits their set of skills best.
By means of deduction, tracking and deliberate baiting, Grimms learned how to draw out or pin their targets to an inevitable showdown.

You have advantage on Wisdom (Survival) checks to read and interpret all kinds of signs, victims, remains and tracks originating from beasts, plants and oozes, as well as - depending on your Grimm Archetype - from monstrosities, elementals, fey and dragons (Dreadhunter), giants, constructs and humanoids (Bloodhound) or aberrations, celestials, fiends and undead (Grimlock).

Additionally, you can use a Bonus Action to deduce and interpret these signs by means of a Wisdom (Survival) check, declaring you want to do so before the roll. If you succeed on this check with a total roll of 15 or higher, you can also distinguish the challenge rating class of the creature (as depicted in the trophy table), its creature type and its movement speed. Additional information may be provided up to your GM´s discrection.

You can perform this deduction process a number of times equal to your proficiency bonus, before you need to finish a long rest to restore all charges.

Art of Infusions

Starting from 2nd level onwards, Grimms begin to employ an art so alien to the common mind, that it is most certainly responsible for the bulk of eerie stories surrounding them; the art of concocting - and surviving - battle-stimulants they trivializingly named "infusions".
These infusions - drunk, injected or applied - provide Grimm with abilities, resilience and prowess only bested by magic itself. Darkvision, cat-like reflexes, ironskin, berserking and even the refusal to die in battle till unable to stand and strike anymore: For a Grimm, these are all just a short dance with death away.

When playing as a Grimm, the following general rules apply to infusions and their creation:
  • Infusions are seperated by grades (see infusion list). Generally, the higher the grade, the more intense the infusions' effects, their toxicity accumulation and the rarity of components required to concoct them.
  • Infusions need only be concocted once (but can be multiple times) and thereon possess a specific number of charges. Exceptions are stated in the specific infusion description. Concocting an infusion takes 2 hours, regardless of grade. Depleted charges of your infusions are restored after finishing a long rest, of which you need to spend at least 1 uninterupted hour to replenish and stabilize the charges.
  • You can have a number of infusions prepared (active) equal to your Infusion Preparation Limit. All concocted infusions beyond that limit can't be used (inactive). During a short rest, you may exchange any number of concocted infusions with eachother, rendering them active or inactive respectively.
  • Infusions generate Toxicity in your body, an amount of which you can sustain up to your Toxicity Limit. When you exceed your Toxicity Limit, you immediately roll a CON saving throw with a DC of 20, as well as once at the start of your turn from thereon. Every time you fail the saving throw, you suffer one level of exhaustion up to the third level. You cease to make saving throws as well as to be poisoned once your Toxicity doesn't exceed your Toxicity Limit anymore.
  • In general, using an infusion requires an action. Exceptions are stated in specific infusion descriptions. You can not use an infusion whilst being restrained.
Using an infusion as a character that isn't at least a 2nd level Grimm results in the following:
  • A DC 20 Consitution saving throw against being poisoned, made with disadvantage. On a failure, the consumer takes 3d8 * the infusions' grade poison damage which can't be reduced by any means but resistance to poison damage. On a success, only half the damage is taken.
  • If the consumer is still alive after the saving throw, the infusions' effects take place, the character is poisoned and thereon accumulates a level of exhaustion up to the fifth level at the end of each of their turns or until the infusions' effects end.
Infusion (Grade)DescriptionInteraction TimeBase DurationToxicityChargesConcotion Components
Bloomshade (1) A thin liquid of glistening black. Just a couple of drops into the eyes grant Darkvision up to 120 feet for quite a while. Duration doubles on stack. 1 Minute 2 hours 50 3 Either an Uncommon Shadeplant or vision organs of a nocturnal hunter from CR 1 - 4
Ironrime (1) A pale metallic and oily substance, applied onto the skin. Faintly smells like blood. Increases Armor Class by 1. AC stacks, duration doubles on stack. 1 Minute 2 hours 50 2 Either a Rare Crustacean or Blood from a CR 1 - 4 Naturally Armored Creature
Vipernettle (1) A lotion, bristling to the touch. Applied onto the wrists, it leaves a horrid sting, but heightens the reflexes. Once per turn after being hit by an attack within melee range, you may immediately make an attack roll against the attacker without expending your reaction. Can't stack. 1 Bonus Action 10 minutes 50 2 Either a Rare Poisonous Plant or Acid / Poison from a Giant Insect or Plant of CR 1 - 4 whilst still alive
Craghorn Blood (1) A vibrating, watery fluid in scarlet tones, ingested in one sip. After the initial cramps and nausea, regenerate 1d12 +4 hit points. Regenerate an additional 2d12 +4 hit points if you are below 25% of your hit point maximum. Effect is instant but toxicity lasts for the duration. Toxicity stacks. 1 Bonus Action 10 minutes 75 2 Either a vial of Craghorn Blood, harvested while the creature is still alive and neutral or friendly towards the harvester, or a CR 5 - 8 Reptile heart
Alma Clarita (2) A shiny but translucent powder, faintly resembling silver dust. When strewn into ones eyes and dissolved unter the tongue at the same time, it grants truesight for a short duration. Can't stack. 1 Minute 10 minutes 100 2 Either a very rare plant harvested in the borderregion or inside the feywild or shadowfell, or the essence of a CR 5 - 8 Creature capable of existing (at least partly) on the Ethereal Plane
Terrorvine (2) A gruesome and fiendish infusion, consisting of a single thorned vine with blackened tips coiled around ones wrist. When applied, it induces a terrifying rage that strikes out to enemies hit by the infused's melee weapon attacks, forcing the target and all creatures within 15 feet to make a WIS saving throw with a DC equal to the damage inflicted (after resistances applied) against being frightened by the infused until the end of their next turn, or for 1 minute if the attack was a critical hit. Can trigger multiple times when attacking more than once. Allies have advantage on the saving throw. Can't stack. 1 Bonus Action 10 minutes 100 2 Either a bramblevine that has grown in a place of intense bloodshed (at least 5 CR 3+ dead creatures), or a rare plant that has grown for at least a month in a place of an Undead, Plant or Monstrosity presence of CR 5 - 8
Scorpio (2) A flask filled with an impulsively shifting smaragd liquid. Ingested, it sharpens precision as it grants an eerie sense for striking exactly where it hurts most. Grants +2 Hit Modifier to all weapon attacks and enables Critical Strikes on a roll of 18 and 19 as well. Can stack, further reducing Crit ceiling by 2 and Hit Modifier by +2 each. 1 Bonus Action 10 minutes 100 2 Either the poison of any creature of CR 5 - 8 that can deal at least 25 damage (by means of poison) or three different at least rare fruits that can do the same
Flickerwisp (2) A glistening, two-phased substance, seemingly always in motion. Once ingested, the user finds their presence constantly shifting into and out of the Ethereal plane, flickering within the view of onlookers. Grants Advantage to DEX (Stealth) checks, as well as the ability to use your Reaction to apply Disadvantage on any attack roll targeting you until the end of the current creature´s turn. These benefits are ineffective against creatures native to or able to peer into the Ethereal. 1 Bonus Action 10 minutes 150 2 Either the essence of a creature that at least partially exists within the Ethereal Plane of CR 5-8, or an at least rare plant or substance which stems from the Shadowfell, Feywild or Ethereal.
Stygian Ichor (3) A substance nicknamed after the infamous organization. The fluid seems to glow and shimmer, whispering incomprehensibly. Drunk, it slows down heartbeat and breath to once a minute, with no adverse effects. When reduced to 0 hit points the first time after ingesting, the infused is instead reduced to 1 hit point. For every additional time from thereon, make a CON saving throw to determine if the above happens again. The DC is 10 + 5 * each time you have been forced to make this saving throw since the current intake. Can't stack and can only be used once a week. 1 Bonus Action 10 minutes 200 1 Either the essence of an undead or plant creature of CR 13 - 16 or two of CR 9 - 12, alternatively the grinded dust and body of a stygian moth (can only be done by sinsiter and occult means or when enabled to do so by Stygia)
Bullete Fervor (3) A potent infusion for Grimms, a game-with-death-drug for everyone else. Consists of a vialed syringe that seems to be empty, except for the occasional, potent electric fizzle inside. Injected into the neck, it results in an insane increase of impulse conduction whilst effectively tripling heart rate and breathing frequency. Gain an additional action for the duration. After the duration ends, you suffer a level of exhaustion if you don't immediately rest for an hour whilst performing only light activity. 1 Action 1 minute 250 1 Either an at least very rare plant that grows only in extreme weather phenomenoms and has to be harvested whilst aforementioned is at its peak (blizzard, sandstorm, howling blaze, oxygenic depletion), or the elemental glands of two higher bulletes
The Last Stand (4) The ultimate honor a Grimm can bestow upon his prey. Driving a stiletto coated in crimson acid deep into ones' heart, the infused enters a state of body, mind and soul condensing every inch of fervor and focus they possess into one last assault of inhuman intensity. The unavoidable price though, is certain death once the effects run out, which can't be avoided by any means, Stygian Ichor included. Grants resistance to all damage, doubles all weapon attack damage (critical hits still only double the base amount), grants an additional attack when taking the attack action, doubles base speed, ignore toxicity during the effect, all other infusions only require a bonus action to intake. Can't stack. 1 Bonus Action 10 minutes 500 1 A core part of a legendary creature of at least 17th level that has to be fought for at least 1 minute before being killed, with the last hit to be made by the Grimm, as well as the stiletto, which has to be carved from one of the Grimms' ribs and is then infused with the collected core part

Exposure

Beginning at 2nd Level, you can spend your Action or Bonus Action to focus your senses on a target's weak points for the next hour. This can be done repeatedly, but no effect can be active or chosen more than once at the same time.
Each time you choose - depending on the level of this feature - one (Level 2), two (Level 9) or three (level 14) of the following:

  • You gain +2 to your AC against attack rolls made by the target.
  • Attack rolls you make against the target gain an additional +2 to hit.
  • The target suffers a -2 saving throw penalty against effects originating from you.
    This applies only to triggering effects induced after you used this feature.
  • You gain +2 to saving throws against effects originating from the target.
    This applies only to triggering effects induced after you used this feature.
  • Whenever you hit the taget with an attack roll, you may roll one addtional damage die and use the highest result(s).
  • The next three INT and/or WIS-based skill checks you make concerning the target are made with advantage.
In some cases, the effects may apply to all targets of the same closer species (i.e. paper wasps, plated crocodiles, bulletes...), up to the GM's discretion.
You can use this feature a number of times equal to your proficiency bonus, thenceforth requiring you to finish a long rest to restore all charges.

Hunter's Path Archetype

At the time they reach 3rd level, Grimms specialize on a certain type of prey, reflected both in their attitude and attire, as well as the contracts they take preferably on. The choice they take on grants them unique abilities, both at the time they veer into their path, as well as when they reach 7th, 10th, 15th and 18th level in this class.

Ability Score Improvement

When you reach 4th level - as well as at 8th / 12th / 16th / and 19th level - you either increase one ability score of your choice by 2, or two ability scores of your choice by 1.
You can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack Action on Your Turn.
Furthermore, the number of Attacks increases to three when you reach 11th level in this class.

Danger Sense

At 5th Level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells.
To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.

Delayed Intoxication

Starting at 6th Level, you become abled to withstand the initial effects of severe intoxication.
From now on, whenever your Toxicity rises up to a maximum of two times your regular Toxicity Limit, you are not immediatiely forced to make a saving throw. Instead, the saving throw and its further consequences are delayed by a number of turns equal to your CON modifier (minimum of 2). If you exceed your regular Toxicity Limit at any given moment by more than two times, this feature ceases to work until you finish a long rest and you are immediately forced to make the saving throw.

Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
If you are below 25% of your maximum health when using this feature and succeed on the initial saving throw with the new roll, you gain an additional action on your current/next turn.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Hunter's Instinct

At the time you've reached 14th level, your innumerable encounters with creatures beyond most adventurers' comprehension, paired with the repeated intake of your body- and mind-altering infusions, gifted you with a supernatural premonition for danger. You gain the following benefits:

  • You cannot be surprised by combat encounters.
  • You gain a +5 bonus to all initiative rolls.
  • You impede a -2 malus on any opportunity attack roll made against you.
  • You gain a +2 bonus on any opportunity attack roll you make.

Apex Predator



Kill Switch


 


Subclass Options


DREADHUNTER

Call of the Dreadhunt

At 3rd level, Grimm gain the ability to spread the fervor that hunting instills in them onto their allies, for they may participate in the glorious act - provided that the prey at hand is worth the spilling of blood in the first place. The greater the challenge, the worse the odds, the more likely certain doom: The more irrevocable that a dreadhunter will embrace the glory of carnage.

Whenever you are in combat with a creature of a CR equal to or higher than your own level, you may use your Bonus Action to rally up any number of allied creatures that can see or hear you, granting them temporary hit points equal to two times your proficiency bonus. This effect ends immediately once you enter the Dying state, if the creature is killed, or once 10 minutes have passed since last being in combat with it.

Furthermore, every creature affected by Call of the Bloodhunt (including yourself) that can hear or see you has advantage on WIS saving throws against being frightened by the creature, and may choose to spend their Bonus Action to regain the temporary hit points granted by this feature.

While you are Thrilled by means of Thrill of the Hunt, affected creatures gain temporary hit points equal to three times your proficiency bonus instead.

You may use this feature once, after which you have to finish a long rest to use it again.

Dreaded Trophies

At 3rd level, Dreadhunters specialize themselves on the abhorrent, the unnatural, on those who came to the continents after the Surge, who became twisted in its wake - and those who fell long before its impact. Even if those around them see no more in a Dreadhunter than a gore-covered butcher, clad in the remnants of their monstrous and inhuman prey... they know the worth of their work. May it be for the coin, the lust for carnage, or even the desire at core to protect against that which lurks just outside save heavens: A Dreadhunter will keep drawing blood till their very last breath. And beyond.

Whenever you vanquish a monstrosity, elemental, fey or dragon which is eligible for your Trophy-Seeker feature, you may claim two parts instead of one from it.

Furthermore, killing a monstrosity, elemental, fey or dragon of a CR higher than your own for the first time each day that has been the target of your Marks of Prey feature, you may choose to immediately gain 50% of your maximum hit points as temporary hit points (no action required), and unleash a primeval roar that forces every hostile creature of a CR lower than the killed creature within 120 feet of you that can hear you to make a WIS saving throw (DC 20). On a failure, affected creatures are frightened by you for 1 minute. The temporary hit points last for the same duration.

Embrace the Carnage

At the time they reach 7th level, Grimms that chose to become Dreadhunters - and live to see this day - have by now encountered numerous terrors most would have horrifiedly fled from, tails blazing. And yet, they are alive. Eager, even, to yet again set out into the world, to find yet bigger prey to fell, as long as they breathe.

At this point, Dreadhunters do not have to be severly injured anymore to unleash their adrenaline-filled hunting fever. They just give in to the rush. For there is no second to waste when the hunt to death´s bed arises.

Whilst you are Thrilled, you gain resistance against magical piercing, slashing and bludgeoning damage.

Additionally, you may enter the Thrilled state whenever you want, extended to a duration of up to 10 minutes, as long as you are actively fighting or chasing after a creature of a CR equal to or higher than your own, and gain an additional charge for Thrill of the Hunt.

BLOODHOUND

Call of the Bloodhunt

At 3rd level, you gain the ability to spread the satisfaction which claiming a bounty instills in yourself onto your allies, for they may relish in the satisfaction as well.

Whenever you are in combat with a creature that had been the target of your Marks of Prey feature within the last 24 hours, you may use your Bonus Action to incite any number of allied creatures that can see or hear you, granting them (yourself included) the benefits of one Exposure effect against the target. The chosen effect must be the same for all affected allied creatures and does not stack in case that any of them already benefit from the respective effect. This effect ends immediately once you enter the Dying state, or once 10 minutes have passed since last being in combat with the target.

While you are Thrilled by means of Thrill of the Hunt, you can use Marks of Prey and Call of the Bloodhunt in immediate succession as part of the same Bonus Action.

You may use this feature once, after which you have to finish a long rest to use it again.

Cunning Throphies

At 3rd level, Bloodhounds specialize themselves on the dark sides of consciousness, the tricksters and scums, the murderers and cold-blooded, and even those that blur the realms of human and other. Those monsters who have been here long before the Surge, and will most probably remain till the end of it all. Bloodhounds are infamous among other Grimm, and even among many another Bloodhound. Primarily due to the circumstance that their prey will most often beg for mercy in one way or another. Though where Grimlocks can shield their souls with the knowledge of the otherworldy they bring down in their conquests, Bloodhounds know no such respite. Some may find a balance between their cruel deeds and moral compass. All will, should they survive for long enough, become a horror to any that managed to draw their ire - or their contractor´s.

Whenever you slay a humanoid, construct or giant which is eligible for your Trophy-Seeker feature, you may claim two tokens parts instead of one from it.

Furthermore, killing a humanoid, construct or giant of a CR higher than your own for the first time each day that has been the target of your Marks of Prey feature, you may choose to unleash a blood-curling grim laughter (no action required), which grants you advantage and makes you ignore disadvantage imposed on your attack rolls, as well as allowing you to use the Dash Action as a Bonus Action for 1 minute.

Trickster's Noose

At 7th level, most Bloodhounds that survived long enough to reach this point in their career have entertained quite a diverse ensemble of elusive and spiteful bounties. Much to the delight of any thrill-seeking hunter, their prey began to make use of illusions, enchantments, beguile and confusion. Whatever tool available to escape a (deserved) end at their executioner's hand. The Bloodhounds, though, that reached this point, prevailed. For their minds are either uneeringly focused on their mark. Or simply too empty to be properly bewitched.

You gain advantage on WIS and CHA Saving Throws induced by any kind of enchantment, illusion, mind-control or other involuntary change of behaviour, and treat a roll of 9 or lower on the d20 when being forced to make one such as a 10. Fear effects are excluded from this advantage, unless they can be successfully verified as illusions.

Furthermore, whenever a creature that you are aware of attempts to induce an effect as described above on a friendly creature within 60 feet of you that benefits from your Call of the Bloodhunt feature, you may grant that creature the benefit of Trickster's Noose as well.

Always One Swing Ahead

Bloodhounds that managed to see the day they´ve reached 10th level have undoubtedly faced a broad variety of adversaries at this point, far more dangerous than what most law enforcers may have encountered in a whole career´s worth. Adorned with the trophies of their most prominent (somewhat) humanoid targets, they showcase that no martial prowess, no inhuman genetics, no weave-whacken spellslinger, no silver-tongued manipulator is save from their judgement, should price or necessity be high enough in their books. Such experience comes with a grim knowledge that Bloodhounds carry like a sixth sense. One that, at times, uneeringly enables them to react to their target´s intents even before they themselves knew what they are going to do.

Whenever you succeed on your Marks of Prey feature check on a beastial, humanoid or giant creature (20 or higher), choose Spellcasting, Attacks or Movement as a mode. Only one mode can be chosen for a creature (category) at the same time, and using Marks of Prey again on the same creature overrides the prior one if you get to choose again. Some actions may not be classifiable by one of the three modes, or can be classified by multiple or all of them. In such a case, only the elligible interactions may be affected by the following traits of Always One Swing Ahead. Actions taken by summoned or controlled entities on behalf of the marked creature are exempt from this feature.

Whilst you are within melee weapon range of a creature which has been the target of your Marks of Prey feature within the last day and has an active mode, you may use your Reaction to make an opportunity attack against that creature before the creature resolves a respective (Legendary) Action, Bonus Action, Reaction or Movement that entails an interaction of the chosen mode. This feature can only trigger once per combat round, even if you possess multiple opportunity attacks or Reactions by any means.

If your opportunity attack hits, you may enact its following respective effect (depending on the triggering mode) immediately after resolving its damage:
  • Spellcasting: The creature makes spell attack rolls with disadvantage and saving throws made against spell effects originating from the creature are made with advantage until the start of your next turn. If the opportunity attack was a critical hit, the creature looses concentration on all spells it currently holds concentration on.
  • Attacks: The creature makes attack rolls with disadvantage and can´t strike critical hits until the start of your next turn. If the opportunity attack was a critical hit, the creature looses any further attacks provided by Extra Attack or similar features and can´t take any opportunity attacks until the start of your next turn.
  • Movement: The creature makes a DEX saving throw (DC: 8 + proficiency bonus + STR). On a failure, it immediately drops prone at its current location and has its speed reduced to 0 until the start of your next turn, or looses half its maximum speed until the start of your next turn on a success. If the opportunity attack was a critical hit, the creature automatically fails the saving throw instead and is additonally stunned until the start of your next turn.

  • GRIMLOCK


    LevelClass FeaturesToxicity LimitInfusion Preparation LimitTrophy Limit
    1Thrill of the Hunt, Trophy-Seeker, Marks of Prey001
    2Art of Infusions, Exposure10031
    3Hunters' Path Archetype10032
    4Ability Score Improvement10042
    5Extra Attack, Danger Sense10042
    6Delayed Intoxication10053
    7Archetype Feature15053
    8Ability Score Improvement15063
    9Indomitable, Exposure (2)15064
    10Archetype Feature15084
    11Extra Attack (2), Expert of Infusions20085
    12Ability Score Improvement20095
    13Indomitable (2)20095
    14Hunters' Instinct, Exposure (3)250106
    15Archetype Feature250106
    16Ability Score Improvement250117
    17Indomitable (3), Master of Infusions300117
    18Archetype Feature350128
    19Ability Score Improvement400128
    20Apex Predator, Kill Switch5001310

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Felis

    ability score increase: Your Charisma or Dexterity score increases by 2.
    age: Though Felis reach adulthood at the age of 10, they can commonly live up to 130 years.
    alignment: Felis tend towards no particular alignment.
    Size: Small
    speed: Your base walking speed is 25 feet.
    Languages: You can speak, read and write Veijranii Common and one of the following languages: Haven Common, Imperial Common, Sunder Common.
    race features:
    • Cat's Claws (Because of your claws, you have a climbing speed of 15 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.)
    • Darkvision (You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.)
    • Purrsuasion (Felis use their short and cute nature to their advantage as much as they can. Once per long rest roll with Advantage on your first Persuasion attempt on a friendly creature.)
    • Curious Nature (Being an inquisitive Felis you have proficiency in the Investigation skill.)
    • Feline Lineage (You inherit the traits of a particular Felis lineage. Choose and gain one of the benefits below: )
    -> Common Bond (Your ancestors were well-versed in social spheres. Increase your Wisdom score by 1.)
    -> Fiery Nature (Your ancestors were known to be furious and protective fighters. Increase your Strength score by 1.)
    -> Hunters Sense (Your ancestors possesed an advantage when hunting and staying alive in the wilderness. Gain proficiency in the Survival skill.)
    -> Night Stalker (Your ancestors inherited you their ability to naturally melt into the shadows. Gain proficiency in the Stealth skill.)
    Felis are one of the major, original Veijranii ethnicities. Similiar to the Tabaxi, they are known amongst the other species of Almorea and Kaldesh for their humanoid posture, paired with primarily cat-like features. Though on the other hand, they quite literally don't stand out as much as their cousins, as Felis seldom grow to be taller than 3 feet. They further distinguish themselves from many sapient species on the continents by their extended length of life, regularly exceeding lifespans of a century. Due to their extensive lifetimes, Felis possess to this day quite distinctive lineages, inheriting specific traits to their next generations.

    After the Cataclysm subsided, many of the Felis tribes decided to join the Scales and Tabaxi in their efforts to re-discover the changed lands beyond the sanctified forests. Alongside the Tabaxi, leading their structural development, they settled in the meadows, hillsides and woodlands to the south of Golani's Wildlands, naming the lush and teeming fields their "Felinki Basin". A name that persists to this day.

    When the Seven arrived at the eastern coats of the Felinki Basin with their fellowship, exhausted and drained of resources, the Felis welcomed them alongside the Scales and Tabaxi, bringing them back from the brink of death. When not much later the Seven raised the floating city Ezekiel's Bridge into the skies over Shilestra's Tear, the Felis were among the three races eager to join their proposed "Conglomerate of New Haven", fueled by curiosity and prospect of the yet unimaginable adventures to follow.

    Statblocks for companions, followers and other allies.

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    Homecaller

    Wondrous Item

    Legendary 16+ Charisma Requires Attunement

    Amulet, Magical, Old Attunement

    Tether: The Homecaller enables its wearer to create a tether between himself and a location dear to them. If the wearer meditates daily for at leat 1 hour for a full, uninterrupted week in the same place, the location becomes recognized by the homecaller, as long as it holds an extent of sentimental value to the wearer. A maximum of three tethers can be linked to any single homecaller at any time. If attunement of the homecaller changes, all but one of the three tethers is voided at random.

    Homecall: If the necklace's wearer can meditate for 1 uninterrupted hour in a location, they may mentally create a rift in space within 10 feet of themselves at any time after the hour has passed, as long as they keep on meditating. The rift, once created, then connects their location to a place that the wearer has created a tether to (which the wearer may choose), and stays open for a maximum of 1 minute. After that time has elapsed, the Homecaller can't be used again until the next dawn.

    Old Attunement: This particular homecaller appears to have been in someone else's possession for a very long time, as the amulet stills seems to pull faintly into the void at times, as if being homesick itself.

    This necklace is impossible. That magic of its kind exists at all, save being able to be used safely, is highly theoretical, even for the most eccentric, leading thinkers among the Havian acedemies' faculties. The systematics of portal-creation and -stabilization are said to have been lost completely during the cataclysm. Besides the agreed upon fact, that the weave's intensity within Almorea and Kaldesh has been far too greatly inhibited in its wake, as to allow for portals or long-distance teleportation anymore.

    Nonetheless, very evidently, this necklace exists. Although handed out by an ominous, purple being, which itself appeared and vanished by means of a portal in the first place. Now, it is up to the new owner to choose how to handle this strange item. And take any accompanied risks.

    Be wary though: Do not take the fact that this magic should not exist lightly; it may leave your possession more quickly than anticipated.

    Cost: Immeasurable

    Moonstone Bipyramid - Gemstone

    Wondrous Item

    Rare

    Gemstone, Charges, Magical

    Gemstone: A Gemstone must be embedded or integrated into a worn or carried item to exhibit its effects. To do so, the item must possess a gemstone slot of equal or lower rarity than the gemstone to-be embedded.

    Charges: This item possesses - 2 - charges. Certain traits of this item can only be used or activated when a number of [charges] are expended as an additional cost. The item regains all charges when you finish a long rest.

    The Searing Moon [2]: Requirement: The gemstone is socketed in a weapon.
    As a Bonus Action, you may channel the moonstone´s powers into the enhanced weapon for 1 minute. Creatures hit by the enhanced weapon or its ammunition take an additional 1d8 radiant damage, as well as being forced to make a CHA saving throw (DC 15). On a failure, if the creature is a shapechanger, it is immediately forced to revert to its original form, and can´t change it again until the end of its next turn. Furthermore, on a failure, any transmutation- or illusion-type magical spell effect of 3rd level or lower on the hit creature immediately ends.

    The Blazing Moon [1]: Requirement: The gemstone is socketed in a piece of armor.
    As a Bonus Action, you may channel the gem´s powers into the enhanced armor piece for 1 minute. For the duration, the armor piece emits bright moonlight in a 20-feet radius, and dim moonlight for an additional 20 feet. Creatures of your choice that enter or start their turn within the bright moonlight are forced to make a CHA saving throw (DC 15). On a failure, if the creature is a shapechanger, it is immediately forced to revert to its original form, and can´t change it again until the end of its next turn. Furthermore, on a failure, any transmutation- or illusion-type magical spell effect of 3rd level or lower on the hit creature immediately ends.

    The craft of cutting and imbuing gemstones is supposedly one of the most ancient, autonomous forms by which humanoid races first accessed the Weave. Independent of godly favour, apt genetics or life-consuming study, gemstones opened up the gates to the Weave´s wonders to quite anyone. That was, at least, until the Cataclysm. Whereas once an abundance of gemstones for every all so minor task prevailed, easily accessible to anyone with a resemblance of coin or contacts, today only a select few are able to afford their beauty and power. One could make an argument for exploitative trading structures to be the obvious culprit. But that is, unfortunately, only half the actual truth.

    Mining and choosing the right gemstone in the first place, sketching plans for refinement and cutting, polishing and embedding the product... the knowledge required to properly execute even half of the steps to create a gemstone - safe an even remotely powerful one - has for long been passed down through generations of progenitors. Only few of it survived the Cataclysm. Even lesss the centuries to follow. Today, although there are many some-what capable jewelsmiths, only a handful possesses a limited knowledge of gemstone cutting and imbuing. Which makes both the remaining exemplars to be discovered around the continents incredibly valuable - as well as the people still able to create them.

    Moonstones bear the color of revelation, illusions, transformation and rejuvenation. Gemstones cut from it seem to peer into your soul, laying bare before you what you really are, sins and sorrows alike.

    Cost: 1000 Gold

    Lesser Ring of the Wilderness - Illumination

    Ring

    Uncommon Requires Attunement

    Magical

    This ring allows its bearer to cast the Light Cantrip at will. When you cast the Light spell in this way, you may have it affect up to two objects at the same time instead of just one. The Save DC for effects induced by this ring is 12.

    Rings of the Wilderness are common - but nonetheless valuable - tokens of appreciation that Veijranii or Sunderlanders gift each other on fitting occasions. Sometimes, although quite rarely, these rings may also be gifted to outsiders that performed deeds or tasks for them.

    Cost: 100 Gold

    Crystalline Activity Cracker

    Generic Variant

    Rare

    Powdered Crystals, Action

    Resonating Accelerant: As an Action, you may sniff the entirety of a portion of Crystalline Activity Kicker (CRACK). If you do, your reflexes become rapidly sharpened, and your body is powered to far greater extents than usually for up to 1 minute. You thereby gain an additional Action and twice your base movement speed until the end of the duration on each of your turns.

    The effect ends early if you are incapacitated or become subjected to an effect which ends the Poisoned condition (as in Lesser Antidote). The underlying DC to do so is equal to 13. Once the effect ends, you are stunned until the end of that turn and suffer a level of Exhaustion. Repeated use of Crystalline Activity Kicker within 1 month shortens the effect´s duration by 6 seconds for every additional dosage, down to a minimum of 18 seconds. At this point, flip a coin whenever you intake another dosage:
    On heads, you suffer a level of exhaustion. On tails, you die. Ceasing usage for 1 month resets this counter.

    Every world knows its fair share of horror, pain, guilt, longing, nostalgia and escapism. One could argue that these detriments of existence are deeply engrained within the very being of sentient creatures; especially those that can and will comprehend the meaning of loss. Among the multitude of ways to deal with such undesirable emotions - productively and destructively - there will always be room for drugs to take a foothold. Substances as faceted as the people that long for them. Of course, dreadful as it may seem, an oversimplification of the matter is at hand when one would deem every consumer to be a rundown addict, ever-chasing for the next escape which dulls out the feeling of existential pain for better or worse. Most certainly, a variety of drugs exist - or rather can exist - for the sheer temporary enjoyment and amplification of one´s senses, emotions and even physical capabilities. While some such substances are more or less carefully regulated among the greater nations of Almorea and Kaldesh, others are deemed too dangerous for even these once-in-a-while triffles. Though however hard the strong hand of governance may attempt to crush such intoxication insolence: Wherever suffering and craving, there´ll be new poison to still it - for a while.

    Crystalline Activity Kicker - or better known as CRACK - was not created, at least not in its purest form. As with stunningly many discoveries of sentient species, pure idiocracy brought forth the realization which would soon flood the Conglomerate of New Haven.

    Miners are a tireless folk. Even with the degree of technology and physical support that those employed in New Haven can make use of, their working conditions may reasonably be counted among the hardest within the labor force of the Conglomerate. A circumstance which - among exhaustion and debilitation - also breeds ground for much-needed relief and enjoyment. A circumstance which is further intensified among those miners working the high-risk and high-security excavation sites tasked with extracting raw resonance crystals for the many technological and scientifical needs of the nation, most prominently the production of fluxxcores.

    The rest of the story goes fairly easy: One day an unnamed miner had the debatably sane idea to grind down a smaller crystal; and ingest it. The results were both visible and palpable. Glowing blue eyes, shiny skin, highly increased speed and reflexes. Though the effect only lasted for some mere seconds. Nonetheless, of course, as it is with such things, the word spread quickly. And merely two months later Havian authorities had to issue their first of many statements and policies regarding the consumption, distribution and acquisition of "CRACK", banning it in its entirety from the Conglomerate of New Haven, labelling it as a depravity against the technocratic aspirations of the nation. Only thanks to the combination of an extremly limited span of effect and almost guaranteed lethality after too many short-term intakes, the substance didn´t flood the streets of the greater and smaller cities entirely. Nowadays, CRACK is most prominently used as a combat stimulant for whomever may have the resources to acquire it in the first place.

    Cost: (200 Gold)

    Healing Potion (Greater)

    Potion

    Uncommon

    Liquid Potion, Action

    Effect: Immediately restores 8d4+8 Hit Points when drunk.

    Potions exist in a sheer indescribable variety and have their specific places and fields of application in practically every civilization of both Almorea and Kaldesh. Their effects can range from - most commonly - healing properties as known in the crimson red Healing Potions, over potent stimulants and curatives, all towards body- and mind-morphing concotions that change ones very being. Most of them can be created by known and experted hands, though some particularly special recipes are lost to time; making the remaining few exorbitantly valuable.

    Healing Potions are probably the most widely renowned of their kind, although the specific recipes to create them vary immensely between continent, culture, species and even within the very same regions. Their potency therefore varies to great extents as well. Though in the end, for some up to this date intensely debated chemical reason, almost all of them end up with varying hues of red, from almost purple wine-tones, over muted brick-shades, all towards the most classical crimson, bloody red.

    Many adventurers - regardless of Stygian affiliation - would have found an early end if not for the savior that a Healing Potion can be. And even commoners are known to sometimes save up great amounts of money to afford such a potion after severe injury. Though it remains to be said that most affordable concotions of this kind are unable to cleanse poisons, cure diseases or restore missing body parts. And most that are will forever be out of reach for the average men and women of the realms.

    Cost: 250 Gold

    Healing Potion (Superior)

    Potion

    Rare

    Liquid Potion, Action

    Effect: Immediately restores 12d4+12 Hit Points when drunk.

    Potions exist in a sheer indescribable variety and have their specific places and fields of application in practically every civilization of both Almorea and Kaldesh. Their effects can range from - most commonly - healing properties as known in the crimson red Healing Potions, over potent stimulants and curatives, all towards body- and mind-morphing concotions that change ones very being. Most of them can be created by known and experted hands, though some particularly special recipes are lost to time; making the remaining few exorbitantly valuable.

    Healing Potions are probably the most widely renowned of their kind, although the specific recipes to create them vary immensely between continent, culture, species and even within the very same regions. Their potency therefore varies to great extents as well. Though in the end, for some up to this date intensely debated chemical reason, almost all of them end up with varying hues of red, from almost purple wine-tones, over muted brick-shades, all towards the most classical crimson, bloody red.

    Many adventurers - regardless of Stygian affiliation - would have found an early end if not for the savior that a Healing Potion can be. And even commoners are known to sometimes save up great amounts of money to afford such a potion after severe injury. Though it remains to be said that most affordable concotions of this kind are unable to cleanse poisons, cure diseases or restore missing body parts. And most that are will forever be out of reach for the average men and women of the realms.

    Cost: 200 Gold

    Spellscroll - Locate Creature

    Scroll

    Rare

    Magical, Divination-Affinity, Spellscroll DC 14

    This Spellscroll describes the Locate Creature spell.

    Spellscrolls are literal depictions, descriptions and instructions meant to enable those apt in channeling the Weave (and those that are not) to cast more ore less potent spells. By means of a variety of intricate processes, a spellscroll´s creator imbues the underlying material with enough concentrated Weave to relinquish its user of the neccessity to provide their own magical force as fuel for the spell.

    Nonetheless, successfully using spellscrolls requires a general understanding of the functionalities, verbals and somatics encompassed in accessing the Weave, particularly within the desired domain. Those attempting to perform a spell depicted on a scroll without possessing such knowledge are guaranteed to invite certain chaos - with a slight chance of success - or achieve nothing at all.

    Cost: 1000 Gold

    Spellscroll - Aura of Perseverance

    Scroll

    Rare

    Magical, Abjuration-Affinity, Spellscroll DC 14

    This Spellscroll describes the Aura of Perseverance spell.

    Spellscrolls are literal depictions, descriptions and instructions meant to enable those apt in channeling the Weave (and those that are not) to cast more ore less potent spells. By means of a variety of intricate processes, a spellscroll´s creator imbues the underlying material with enough concentrated Weave to relinquish its user of the neccessity to provide their own magical force as fuel for the spell.

    Nonetheless, successfully using spellscrolls requires a general understanding of the functionalities, verbals and somatics encompassed in accessing the Weave, particularly within the desired domain. Those attempting to perform a spell depicted on a scroll without possessing such knowledge are guaranteed to invite certain chaos - with a slight chance of success - or achieve nothing at all.

    Cost: 1000 Gold


    Created by

    luca.worldanvil.

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