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-Table | CR 1 - 4 | CR 5 - 8 | CR 9 - 12 | CR 13 - 16 | CR 17 - 20 | CR 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) | Description | Interaction Time | Base Duration | Toxicity | Charges | Concotion 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
Level | Class Features | Toxicity Limit | Infusion Preparation Limit | Trophy Limit |
---|
1 | Thrill of the Hunt, Trophy-Seeker, Marks of Prey | 0 | 0 | 1 |
2 | Art of Infusions, Exposure | 100 | 3 | 1 |
3 | Hunters' Path Archetype | 100 | 3 | 2 |
4 | Ability Score Improvement | 100 | 4 | 2 |
5 | Extra Attack, Danger Sense | 100 | 4 | 2 |
6 | Delayed Intoxication | 100 | 5 | 3 |
7 | Archetype Feature | 150 | 5 | 3 |
8 | Ability Score Improvement | 150 | 6 | 3 |
9 | Indomitable, Exposure (2) | 150 | 6 | 4 |
10 | Archetype Feature | 150 | 8 | 4 |
11 | Extra Attack (2), Expert of Infusions | 200 | 8 | 5 |
12 | Ability Score Improvement | 200 | 9 | 5 |
13 | Indomitable (2) | 200 | 9 | 5 |
14 | Hunters' Instinct, Exposure (3) | 250 | 10 | 6 |
15 | Archetype Feature | 250 | 10 | 6 |
16 | Ability Score Improvement | 250 | 11 | 7 |
17 | Indomitable (3), Master of Infusions | 300 | 11 | 7 |
18 | Archetype Feature | 350 | 12 | 8 |
19 | Ability Score Improvement | 400 | 12 | 8 |
20 | Apex Predator, Kill Switch | 500 | 13 | 10 |