Grims Grimoire
Grims Grimoire
Contents
The Battle of Ember Hollow
How Grim won the battle
Homebrew Spells
Soul Conduit
Grim’s Harrowing
Grim’s Best Quotes
Rallying to fight
Preparing for battle
How do you want to do this?
About to attack?
Ally take damage instead of me
Ally gets attacked
Ally gets killed
Casts a Necromancy Spell
Casts a fire spell
Casting an ice spell
Battle ends
The Battle of Ember Hollow
How Grim won the battle
As Grim's consciousness slowly returns, he finds himself lying parallel on the blood-soaked
battlefield of Ember Hollow. His head throbs with pain, and his vision is blurred, making it difficult to
discern his surroundings. He instinctively raises a trembling hand to his face, only to realize that it's
smeared with fresh blood.
Grim's heart pounds in his chest as adrenaline surges through his veins. With a sudden
burst of determination, he pushes himself up from the ground, ignoring the pain and
exhaustion that cling to his body. His azure eyes, filled with a mix of fear and fierce
determination, scan the chaotic battlefield, searching for any sign of his allies.
Through the haze of battle, Grim's eyes catch a glimpse of the Emberstone, the artifact
that ignited the conflict, lying just a few paces away. Its radiant glow seems to beckon
to him, calling out amidst the chaos. With a renewed sense of purpose, Grim stumbles
forward, his hands outstretched to claim the mystical object.
However, as he approaches, a figure clad in shadowy armor emerges from the smoke
and debris. It's a surviving soldier from the Shadowfen army, wounded but far from
defeated. A wicked smile spreads across the soldier's face as he lunges at Grim, sword
raised high.
In that split second, Grim's survival instincts kick in. He sidesteps the attack, narrowly
avoiding the deadly swing of the enemy's blade. With a surge of energy, Grim channels
his inner sorcery, calling upon his innate dragonborn powers. Azure flames ignite
around his hands as he unleashes a powerful blast of arcane energy, sending the
Shadowfen soldier flying backward.
The battlefield seems to fall silent for a brief moment as Grim catches his breath. He
realizes that his powers have grown stronger, fueled by his near-death experience. But
there's no time for celebration. The battle still rages around him, and the Emberstone
remains within his reach.
Grim pushes forward, determination burning in his eyes. With each step, he fights his
way through the chaos, crossing paths with allies and foes alike. Blades clash, spells
collide, and the ground quakes beneath his feet. As he reaches the Emberstone, he
grasps it tightly, feeling its power surge through his veins.
With the Emberstone in his possession, Grim unleashes a wave of energy, unleashing a
torrent of azure flames that engulfs the remaining enemy forces. The shadowy soldiers
falter and retreat in the face of his newfound strength, their confidence shattered.
Amidst the chaos, Grim stands tall, his grip on the Emberstone unyielding. A sense of
purpose fills his heart as he rallies his allies, urging them to regroup and seize victory
from the jaws of defeat. The battle may have knocked him down, but Grim has risen
once more, fueled by his unwavering resolve to protect what he holds dear and
vanquish the forces of darkness.
Homebrew Spells
1. Soul Conduit
9th-level necromancy
Components: V, S
You delve into the forbidden depths of the Nightmare Chronicles, delving into its
darkest secrets and harnessing the necromantic energies within to call forth a Necrotic
Fiend from the lifeless corpse of a fallen ally. This fiend, bound to your will, becomes a
powerful ally in your battles, wreaking havoc upon your enemies and sowing chaos in
its wake.
Choose a dead ally within touch range whose body or remains are mostly intact. As
part of the casting of this spell, you consume the vial of fiendish essence, channelling its
dark power into the ritual. The corpse animates, transforming into a towering Necrotic
Fiend clad in full dark armour, wielding a flaming great sword infused with necrotic
energy. The Necrotic Fiend has the following statistics:
● Armor Class: 35
● Hit Points: 500
● Speed: 30 feet
● Abilities: The Necrotic Fiend possesses the following abilities:
The Necrotic Fiend remains under your control for the duration of the spell, obeying
your verbal commands. It acts on its own initiative count, which is immediately after
yours in the initiative order. If you lose concentration, the fiend is banished back to hell,
removed from the battlefield.
2. Grim’s Harrowing
6th-level necromancy
Range: Self
You reach into the forbidden depths of the Nightmare Chronicles, your book of dark
secrets and forbidden knowledge, to weave a forbidden metamagic that forges a bond
between yourself and a fallen ally. This bond allows you to tap into their lingering
essence, granting you additional sorcery points to fuel your arcane abilities the longer
the link is sustained. However, the connection with the deceased weakens you in
return.
For the duration of the spell, you establish an ethereal link with a deceased ally whose
body or remains are within 60 feet of you. You gain 5 extra sorcery points at the start
of your first turn, which can be used to enhance your sorcerer spells and abilities as
normal. For each turn in a row the link remains active the recovered sorcery points
double. This affect does not stack with other effects that grant additional sorcery
points.
However, as the necromantic energies flow through you, the link with the deceased
ally takes its toll. While under the effects of Grim Hallow, you suffer the following
penalties:
● Your maximum hit points are reduced by 1/4 for the duration of the spell.
● Your movement speed is halved.
● You have disadvantage on all Charisma-based saves, reflecting the eerie aura of
necromantic energy that surrounds you.
If the deceased ally's body or remains are destroyed or moved more than your spell
casting range away from you, the link is severed, and the spell ends prematurely.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the
extra sorcery points gained each turn increase by 2 for each level above 6th.
3. Hallowing Interdiction
9th-level abjuration
Casting Time: 1 reaction, which you take when you see a creature in range casting a
spell
Components: V, S
You tap into the arcane manipulations mastered within the Nightmare Chronicles,
distorting the magical energies of a creature before you. The very essence of their
spellcasting ability is twisted and bound, rendering their incantations impotent. This
spell aligns with the dark forces that resonate within Grim Hallow, embodying his
ability to disrupt and thwart magical endeavors.
When you react to a spell being cast by a creature within range, the following effects
take place:
● If the spell being cast is 6th level or lower, your intervention immediately and
permanently deprives the caster of their ability to cast that particular spell. The
twisted energies surrounding them sever their connection to the incantation.
● If the spell being cast is 7th level or higher, you engage in a contest of
spellcasting ability against the caster. You must succeed on an opposed
spellcasting ability check, using your own spellcasting ability modifier. If you
succeed, the twisted forces at your command overpower the caster's efforts,
permanently preventing them from casting that specific spell.
In either case, the spell being reacted to fails entirely, losing its intended effect. The
weave of magic unravels under the weight of your interdiction, rendering the
incantation futile and impotent.
Ending this spell prematurely requires the intervention of powerful magic. The dark
enchantment woven by Grim Hallow can only be dispelled by a remove curse spell, or
the might of a wish spell. However, even an attempt to dispel this spell using remove
curse is met with formidable resistance. The spellcaster seeking to end Hallowing
Interdiction with a remove curse spell must succeed on a spellcasting ability check
with disadvantage against your spell save DC. Failure results in the remove curse spell
failing, wasting the action and spell slot.
4. Retributive Reflection
9th-level abjuration
Range: Self
Drawing upon the essence of retribution, you invoke the power of the Nightmare
Chronicles to twist the threads of fate itself.
Whenever a creature makes an attack roll against you or forces you to make a saving
throw to avoid damage, you can use your reaction to shroud yourself in an
impenetrable barrier, causing the attack to fail against you. The energies surrounding
you repel the assailant's strike with supernatural precision.
As part of the same reaction, you can release the thwarted attack back at your
aggressor, provided you can see them. The attack is unleashed with enhanced force,
propelled by the twisted powers of retribution. It travels up to a range of 120 feet
towards the aggressor.
The aggressor must succeed on a Dexterity saving throw against your spell save DC.
On a failed save, they suffer damage equal to twice the damage of the original attack.
The retributive energy echoes the pain they sought to inflict upon you, returning it with
amplified intensity.
While Retributive Reflection is active, you are unable to use your action to make
attacks or cast spells that force other creatures to make a saving throw. Such actions
disrupt the delicate balance of the spell, causing it to end prematurely. However, you
can still take other actions and maintain concentration on the spell.
5. Unyielding Focus
3rd-level abjuration
Casting Time: 1 action
Range: Self
Components: V, S
You draw upon the unwavering resolve within you, invoking the dark powers of the Nightmare
Chronicles to fortify your concentration. This spell bolsters your mental defenses, making it
exceedingly difficult for assailants to disrupt your focus.
While under the effects of Unyielding Focus, the following benefits apply:
● You have pure advantage on Constitution saving throws to maintain concentration on spells.
● Any creature attempting to target you with an attack or spell to break your concentration
must succeed on a Wisdom saving throw against your spell save DC. On a failed save, their
attempt to disrupt your concentration automatically fails, as if they were unable to reach the
necessary mental focus to affect you.
● The DC of the Wisdom saving throw to break your concentration is increased by 5, making it
significantly harder for assailants to succeed in their attempts.
● If you are forced to make a Constitution saving throw to maintain concentration, you can
add your proficiency bonus to the result.
Once you cast this spell, the dark energies of the Nightmare Chronicles envelop you, shielding your
concentration from interference. This spell heightens your resilience against distractions, allowing
you to maintain your focus in even the most chaotic and perilous situations.
5. Spectral Grasp
5th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
You reach out with your necromantic power, extending your influence into the ethereal plane.
Spectral tendrils emerge from the shadows, seeking to ensnare your enemies and disrupt their
movements.
When you cast Spectral Grasp, choose a creature within range. The target must make a Strength
saving throw. On a failed save, the target is restrained by spectral chains for the duration of the
spell.
While restrained by the spectral chains, the target suffers the following effects:
Its movement speed is reduced to 0, and it cannot willingly teleport or use any abilities that would
allow it to bypass physical restraints.
The target's attacks have disadvantage, and it has disadvantage on Dexterity saving throws.
Any creature other than the target that enters or starts its turn within 5 feet of the restrained
creature takes necrotic damage equal to your spellcasting ability modifier. This represents the
spectral chains draining the life force of those in proximity to the ensnared target.
The restrained creature can make a Strength saving throw at the end of each of its turns, ending the
spell on a success.
6. Summon Necroscale
9th-level conjuration
You tap into the forbidden knowledge within the Nightmare Chronicles, summoning
forth the ultimate embodiment of necrotic power, Necroscale. This spell channels
the dark forces harnessed by Grim Hallow, allowing him to summon a creature of
immense strength and devastation.
When you cast this spell, a massive portal to the shadow plane rips open before you,
and from its depths emerges Necroscale, an ancient and malevolent dragon-like
entity. Necroscale's appearance is similar to Tiamat, exuding an aura of dread and
power. It possesses the following statistics:
Once the spell ends or Necroscale's hit points are reduced to 0, it returns to the
shadow plane, and the portal closes. The vial of dragon's blood, obsidian scale, and
black diamond used as spell components disintegrate as part of the summoning
process.
To add the custom stat block for Necroscale to Roll20, you can follow these steps:
1. Log in to your Roll20 account and navigate to the campaign where you want to
use the custom stat block.
2. In the Roll20 campaign, go to the Journal tab on the right-hand side of the screen.
3. Click on the "Create New Journal Entry" button (the icon looks like a piece of
paper with a "+" sign).
4. Give the journal entry a suitable name, such as "Necroscale."
5. In the "Bio & Info" section, you can add a description or any additional
information about Necroscale that you'd like to include.
6. In the "Attributes & Abilities" section, you can add the stat block for Necroscale.
Copy and paste the stat block I provided earlier into the "Attributes & Abilities"
section.
7. Save the journal entry.
Now, you can access Necroscale's stat block by opening the Journal tab and
clicking on the entry you created. From there, you can easily refer to the abilities
and actions during encounters with Necroscale.
Necroscale
Huge Undead Dragon (Fiend)
STR: 30 (+10)
DEX: 10 (+0)
CON: 30 (+10)
INT: 22 (+6)
WIS: 20 (+5)
CHA: 24 (+7)
Saving Throws: Dex +10, Con +20, Wis +15, Cha +17
Skills: Perception +15
Damage Resistances: Necrotic, Fire, Cold, Lightning, Poison, Acid; Bludgeoning, Piercing, and
Slashing from Nonmagical Attacks
Damage Immunities: Radiant, Psychic
Condition Immunities: Charmed, Frightened, Paralyzed, Poisoned
Senses: Blindsight 120 ft., Darkvision 240 ft., Passive Perception 25
Languages: Common, Draconic, Abyssal
Legendary Resistance (3/Day): If Necroscale fails a saving throw, it can choose to succeed
instead.
**Actions**
Multiattack: Necroscale can use its Frightful Presence. It then makes five attacks: one with its
bite and four with its claws.
Bite: Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 25 (3d10 + 10) piercing
damage plus 14 (4d6) necrotic damage.
Claw: Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 21 (2d8 + 10) slashing
damage plus 14 (4d6) necrotic damage.
Frightful Presence: Each creature of Necroscale's choice within 120 feet of it and aware of it
must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature
can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
success.
**Legendary Actions**
Necroscale can take 3 legendary actions, choosing from the options below. Only one legendary
action option can be used at a time, and only at the end of another creature's turn. Necroscale
regains spent legendary actions at the start of its turn.
**Lair Actions**
Necroscale can take lair actions, choosing from the options below. On initiative count 20
(losing initiative ties), Necroscale takes a lair action to cause one of the following effects;
Necroscale can't use the same effect two rounds in a row:
Necrotic Pulse: Necroscale unleashes a wave of necrotic energy, affecting all creatures within
60 feet of it. Each affected creature must make a DC 20 Constitution saving throw or take 28
(8d6) necrotic damage and have its hit point maximum reduced by an amount equal to the
necrotic damage taken. This reduction lasts until the creature finishes a long rest.
Aura of Desolation: Necroscale emanates an aura of desolation, causing the ground within 120
feet of it to become difficult terrain. Additionally, all healing effects within this area are halved.
Summon Undead: Necroscale summons a horde of undead creatures. Roll initiative for the
undead, which have their own turns. They obey Necroscale's commands and act immediately
after its turn. The undead vanish when Necroscale uses this lair action again or when
Necroscale is reduced to 0 hit points.
● Just remember, Darkness is insidious. Terror and Madness can find cracks in the sturdiest of
Honors, the most resolute of minds...
About to attack?
● I Am What The Gods Made Me!
● "Prepare to face the fury of the Nightmare's wrath. Your end draws near."
● "The moment of reckoning has arrived. Brace yourself, for the storm of my vengeance
descends upon you."
● "Behold the convergence of necromancy and fire. Your demise awaits at the edge of my
blade."
● "As shadows gather and flames dance, the time for talk ends. Our clash shall echo through
eternity."
● "In the face of my fury, resistance is futile. Embrace your fate, for I am the instrument of
your destruction."
● "Your sacrifice shall not be in vain. Together, we shall overcome any adversity."
● "You bear the burden of my wounds willingly. I won't forget this act of selflessness."
● "Through your sacrifice, our bond grows stronger. I will not falter, for your sake."
● "Your faith in me is unwavering. I'll make sure our enemies regret ever laying a hand on
you."
● "No... I shall avenge you. Their deaths will be swift and merciless."
● "They shall not have died in vain. Their sacrifice will fuel my fury."
● "You were a stalwart companion. Your memory will drive me forward, unstoppable."
● "In their honor, I will press on and ensure our enemies pay dearly."
● "Rest now, my fallen comrade. I will carry your spirit within me as I deliver justice upon our
foes."
Battle ends
● No matter how deep in the shit you get, prestigidation will always clean you up.
● "We emerged from the brink of oblivion, our spirits unyielding. Death tried to claim us, but
we defied its grasp."
● "In the face of adversity, we found strength. Death may have knocked us down, but together
we rose, unbroken."
● "The fallen return, their scars etched with resilience. We shall carry the memory of this
battle as a testament to our unrelenting spirit."
● "The realm of death itself trembled before our indomitable will. We fought, we bled, and in
the end, we emerged victorious."
● "From the brink of the abyss, we reclaimed our lives. Death may have been our companion,
but we refused to let it claim us. We stand as living proof of our defiance."