This is our third preview of The Grim, a darker take on humanity as presented in the official material. Previously we published our new background, the Bailiff. This time, we're publishing an update to our alternative human race: The Grim Folk.
Race: Grim Folk
Grim folk are a variant human race for gritty, low magic campaigns.
Grim Folk Names
Grim men and women don't hold with fancy airs and graces. They normally have one short and simple given name, and a descriptive nickname or title. Names like Ugly Jack or Anne the Younger are common.
Female Given Names: Anne, Beatrice, Belle, Bridget, Catherine, Edith, Esme, Helena, Isabella, Ivy, Jane, Joan, Lilly, Lucie, Mary, Merry, Rose, Tabatha, Tatiana.
Male Given Names: Arthur, Dick, Edward, Edmund, Francis, Geoffrey, Giles, Gregor, Hugo, Ivor, Jack, John, Niels, Reyny, Rob, Roche, Taylor, Tom, Vincent, William.
Titles: Bloody or The Bloody, The Elder, High, Green, Grey or The Grey, Low, Mad, Middle or The Middle, Old, Red, Ugly, Young or The Younger. Many titles are based on professions or backgrounds, such as Mary the Bard or Dick the Crofter.
Grim Folk Traits
Grim humans traits are the same as the standard human traits in the Player's Guide except where listed here:
Ability Score Increase. Your ability scores each increase by 1.
Age. Humans reach adulthood in their late teens, but few live long enough to see 50 summers.
Size. Humans vary widely in height and build, from 4 feet to barely over 5 feet tall. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Versatile. You gain proficiency in one skill of your choice.
Languages. You can speak, read, and write Common and one extra language of your choice.
Complicated. Life is hard for the grim folk and few are left untouched by its ravages. You can optionally choose a complication. If you do so you can increase one ability score of your choice by 2.
Complications are are a variant rule for gritty campaigns. They represent the ravages of lives lived hard in a cruel world.
You suffered a severe and lasting injury to your legs or feet. You take the following complications:
- You have disadvantage on all Dexterity saving throws.
- Your speed is 20 ft.
You suffered from a long-term, wasting disease, such as consumption. You take the following complications:
- You have disadvantage on all Constitution saving throws.
- You have disadvantage on Strength (Athletics) checks.
You suffered a severe and lasting injury to your upper body. You have disadvantage on all Strength attack rolls, saving throws and ability checks.
You are unusually graceless and clumsy. You have disadvantage on all Dexterity saving throws, attack rolls and ability checks.
You are partially sighted. You take the following complications:
- You have disadvantage on all Wisdom (Perception) checks. Your passive Perception is reduced by 5.
- You cannot see beyond 30 ft away in bright light, 15 ft in dim light conditions.