Grim Hollow Subclasses Seiten 2 4
Grim Hollow Subclasses Seiten 2 4
Grim Hollow Subclasses Seiten 2 4
Face of Rage
Starting at 3rd level, when you enter your rage, your
features distort and your body swells such that your
appearance completely changes. Creatures who don’t
witness your transformation and have not witnessed it in Brains and Brawn
the past do not recognize you. In addition, while raging,
At 6th level, while you are not raging, you have
you gain the following benefits if you aren’t wearing
resistance to psychic damage. While you are raging, you
heavy armor:
have resistance to all damage except psychic damage.
•Y ou can roll a 1d8 in place of the normal damage of
your unarmed strike, and your unarmed strikes count
as magical for the purpose of overcoming resistance Cunning and Brutal
and immunity to nonmagical attacks and damage. At 10th level, while you are not raging, you can take a
•W hen you use the attack action with an unarmed bonus action on each of your turns to take the Disengage
strike and are not wielding a shield, you can make one or Help action. While you are raging, your unarmed
unarmed strike as a bonus action. strikes score a critical hit on a roll of 19 or 20.
•Y ou count as one size larger when determining
who you can target and who can target you with
grappling, and your reach with unarmed attacks
Better Half
increases to 10 feet. At 14th level, when you take damage that would reduce
you to 0 hit points, you can use your reaction to drop to
1 hit point instead and gain temporary hit points equal
Mask of Civility to half your maximum hit points. In addition, if you
Also at 3rd level, you gain proficiency with one of were raging your rage ends, and if you weren’t raging,
the following skills of your choice: Arcana, History, you enter a rage (even if you have no remaining uses of
Investigation, Medicine, Nature, Persuasion, or Religion. your rage). You lose all remaining temporary hit points
In addition, you gain proficiency with one artisan’s tool after 1 minute.
kit of your choice or learn to read, speak, and write one Once you use this feature, you can’t use it again until
language of your choice. you finish a long rest.
Primal Spirit
primal companion can communicate with one another
telepathically while you are both on the same plane.
As an action, you can temporarily dismiss your
primal companion or summon it within 30 feet of you.
Many barbarians are in tune with the natural world, but In combat, your primal companion shares your initiative
few are as mystically intertwined with it as those who count, but it takes its turn immediately after yours. It can
walk the Path of the Primal Spirit. These barbarians forge move and use its reaction on its own, but the only action
powerful connections with the beasts and natural spirits it takes on its turn is the Dodge action, unless you use a
of the world, inspiring such ethereal beings to manifest bonus action on your turn to command it to take another
and journey with them on far-flung adventures. action. That action can be one in its stat block or some
Barbarians who follow this path have a deep other action. If you are incapacitated, your companion
reverence for the ecological cycle of the natural world. can take any action of its choice.
Such barbarians are as likely to accept quests and pleas You can spend one minute per short rest caring for
for aid from local wildlife as they are other humanoids. your primal companion. When you do, the spirit regains
This respect for animals doesn’t cross into naivety—no 2d6 hit points. Your primal companion regains all lost hit
barbarian better understands the circle of life and the points at the end of a long rest. If your primal companion
delicate balance between the needs of predator and prey dies, the spirit manifests in a form of your choice the
better than those who walk the Path of the Primal Spirit. next time you finish a long rest.
Armor Class 12 plus PB (natural armor) Armor Class 12 plus PB (natural armor)
Hit Points 5 + six times your barbarian level Hit Points 5 + four times your barbarian level
Speed 30 ft.; fly 45 ft. (Sky only); swim 45 ft. (Sea only) Speed 40 ft.; fly 60 ft. (Sky only); swim 60 ft. (Sea only)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 16 (+3) 4 (-3) 12 (+1) 6 (-2) 15 (+2) 15 (+2) 14 (+2) 4 (-3) 12 (+1) 7 (-2)
Saving Throws Str +2 plus PB, Con +3 plus PB Saving Throws Dex +2 plus PB, Wis +1 plus PB
Skills Athletics +2 plus PB, Intimidation -2 plus PB x 2, Skills Perception +1 plus PB, Stealth +2 plus PB
Perception +1 plus PB Senses Darkvision 60 ft., passive Perception 11 plus PB
Senses Darkvision 60 ft., passive Perception 11 plus PB Languages Understands your languages but cannot speak.
Languages Understands your languages but cannot speak. Challenge equal to your PB
Challenge equal to your PB
Flyby (Sky Only). The striker doesn’t provoke oppor-
Resilient Rage. When the guardian’s hit points fall be- tunity attacks when it flies out of an enemy’s reach.
low half its maximum, it’s enraged for 10 minutes, gaining Aquatic Assault (Sea Only). While the striker is
temp hit points equal to half of its maximum. submerged in water it has advantage on natural weapon
Vigilant. The guardian can’t be surprised. attacks made against other creatures without a swim
speed submerged in water.
Actions
Enraged Strikes. While you are raging, the striker’s
Natural Weapon. Melee Weapon Attack: +2 plus PB, natural weapon attacks gain a damage bonus equal to
reach 5 ft., one target. Hit: 1d4 + 2 bludgeoning, piercing, your Rage Damage.
or slashing damage (based on form chosen).
Actions
Reaction
Natural Weapon. Melee Weapon Attack: +2 plus PB,
Body Block. When an ally within 5 feet of it is hit by an reach 5 ft., one target. Hit: 1d8 + PB bludgeoning, piercing,
attack, the guardian takes the damage instead. or slashing damage (based on form chosen).
*Proficiency Bonus (PB)
Reaction
Harry (Land Only). When a creature within 5 feet of the
striker is attacked, the striker gives that attack roll advantage.
*Proficiency Bonus (PB)