Grimoire Race
"You should not have turned your blades on me, foul creatures!" shouted the floating tome, tendrils of dark energy spiraling out of its pages. The snowy powder had been driving and darkening the sky for decades, drowning the city in cold silence, but this powerful voice broke the somber atmosphere for the first time in years.
The living script gathered its arcane force and quickly dispatched the shadow creatures with quick, decisive bolts of magic. "With but a single word, I, Grimoire Weiss, could shatter the very universe itself!"
-- Proclamation of the White Book, Grimoire Weiss
Grimoire Names
Grimoires are identified by the prefixed surname of 'Grimoire' followed by a color, usually coinciding with their signature damage type.
Grimoire Colors: Weiss (White), Noir (Black), Rubrum (Red), Morea (Violet), Rosa (Pink), Zíša (Orange), Verde (Green)
Grimoire Traits
Ability Score Increase. Your Intelligence, Wisdom, or Charisma score increases by 2.
Type. Construct
Age. Grimoires are created objects, and as such, they do not age.
Alignment. Grimoires themselves do not tend toward any specific alignment.
Size. While any librarian could tell you that books come in all shapes and sizes, Grimoires are usually 1 foot tall. Your size is Small.
Speed. You have a hover speed of 30 ft, but can balance yourself on your bindings to "walk" at a speed of 5 ft on the ground.
Class Restriction. As a Grimoire, you may only take the Sealed Verses Sorcerer subclass.
Arcane Resilience. Your magical status as a sentient object affords you a few perks, represented by the following benefits:
- You have immunity to poison damage and the poisoned condition.
- You are immune to disease.
- You don't need to eat, drink, or breathe.
- You don't need to sleep, and magic can't put you to sleep. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.
- You cannot get wet, and being submerged in water does not damage you. Water runs off of your pages cleanly with no residue or molding.
Unbound
Lure of the Magi. With nobody at your side to call a companion, you lie inactive and unassuming. An Identify spell cast on you would reveal you are a Legendary magic item with a strong Transmutation aura. You cannot cast spells, move of your own volition, defend yourself, or communicate outside of the below mentioned.
If a creature with a minimum Intelligence score of 3 is within a day's travel of you while you're inactive, their dreams are filled with visions of great power and flashes of your location. If within an hour's travel, you can communicate directly to members of the party in short dreams and visions.
Creatures within 30 ft. of you sometimes hear strange whispers inside their minds.
While in this state, you have an AC of 12 and total object Hit Points equal to your Proficiency Modifier + your Constitution Modifier. When these are reduced to 0, you are destroyed permanently.
Bound
Pact of Binding. In order to realize your full potential, you need to bind yourself to another sentient creature, granting one another great power.
In a manner similar to attunement, the tome judges its potential partner. The two must meditate together during a short rest in order to become bound. You do not count as an attuned magic item for the bound character. When a grimoire is bound, it gains these traits:
- Movement
- External communication (Telepathic up to 300 ft., but is optionally selective up to 120 ft. between individuals.)
- Spellcasting
- Any spell you cast can instead be cast though the bound creature as long as their within a maximum of 60 ft. of you, such as the Shield spell or Shocking Grasp. If you allow it, the bonded creature within range can cast cantrips or expend your spell slots to cast a spell from your current spell list, and vice versa. Any material components that have a listed gold value, or special need within a spell can be instead provided or carried by the bound creature as if you supplied them yourself. You can only be bound to a single creature at any time. Both parties can break the bind at any time, should it be deemed necessary. If you fall unconscious, you make Death saving throws as normal or be unbound, rather than perish. If the damage you take is enough to kill you outright, you are unbound from your partner and fall to the ground, dormant once more, in your space.
"Only" a Book. As you are a previously inanimate object, you cannot perform most actions that others around you might, such as open a door, attack with a weapon, or even simply mouth words. Your mental stats and Constitution are rolled normally during character creation, but your Strength and Dexterity default to 1 and cannot be raised in any way.
For the purpose of saving throws, initiative, stealth, and AC, choose Charisma, Intelligence, or Wisdom and substitute it in place of both Strength and Dexterity.
In addition to this, when you attune to an item you instead, much like a Warlock assimilates a magic weapon into thier pact weapon, you have the ability to merge a item into your form over a short rest, gaining its benefits.
Justified Constitution. As a floating bundle of pages, you simply can't use traditional armor. Instead, you calculate your AC by using this formula: 10 + (Intelligence, Wisdom, or Charisma) + half your Proficiency Bonus rounded up
Sorcerous Origin: Sealed Verses
When a Grimoire is created, they are birthed with a unique affinity to the arcane. A spellbook come to life, you are literally ingrained with immeasurable amounts of knowledge and ancient spellrites--all of it useless without someone to be bound to, however.
As a Grimoire, you excel in both aiding your companion and bringing harm to those who would stand in your path. In your trials and growth together you will learn to unlock more of the knowledge of how to harness the awe-inspiring, potentially cataclysmic Sealed Verses.
Restriction: Grimoires Only (Not to be lifted)
Sealed Verses Origin Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | Sanctuary, Zephyr Strike |
| 3rd | Enhance Ability, Spiritual Weapon |
| 5th | Haste, Slow |
| 7th | Arcane Eye, Elemental Bane |
| 9th | Bigby's Hand, Reincarnate |
| 11th | Disintegrate, Globe of Invulnerability |
Color-Coded Casting
Grimoires specialize in a certain magical damage type and a resistance, but it is an important distinction to know that this table is only a recommendation. Use your own discretion to pick your favorite color!
| Color | Damage Type & Resistance |
|---|---|
| Red | Fire |
| Orange | Acid |
| Yellow | Thunder |
| Green | Poison |
| Blue | Cold |
| Indigo | Lightning |
| Violet | Psychic |
| Black | Necrotic |
| White | Radiant |
Paradisiacal Lexicography
Your innate connection to the primordial origins of magic affords you great boons. Instead of only Charisma, you may choose to use your choice of Intelligence, Wisdom, or Charisma as your Spellcasting modifier for this class. You double your proficiency bonus when making Arcana and History checks.
In addition, when your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from either the sorcerer spell list or the grimoire spell list detailed at the end of this document. You must otherwise obey all the restrictions for the spell, and it becomes a sorcerer spell for you.
Spell Recombination
Starting at 1st level, your growing mastery over the arcane allows you to rewrite spells as you cast them. As a bonus action you can change the damage of a spell to that of your grimoires damage type for that casting of the spell.
When you reach 2nd level, you can modify the magical damage of a spell with your own specific damage type, every time you deal damage with a spell, you can spend 2 sorcery points to deal a number of d8's worth of your damage type equal to your Proficiency Bonus.
Grimoire Casting
Beginning at 6th level, when you cast any spell that you know, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spells level. If you cast the spell using sorcery points it doesn't require any components.
Additionally, when you take a short rest you can spend half of it recovering your arcane power, going into a dormant state similar to meditating. When you do this you recover a number of sorcery points equal to your Spellcasting ability modifier. You cannot exceed your maximum amount of sorcery points if you use this feature.
Mightier than the Sword
At 6th level, as an action, you can spend a number of sorcery points to grant increased resilience to your partner. For every sorcery point you spend, you roll a d6, and the bound creature recovers hit points equal to the roll. If this would cause the maximum hit points to be met, or they were already at full health, the excess can be taken as temporary hit points. This ability works in reverse with the creatures Hit Dice as well, one Hit Dice equals 2 sorcery points.
Bloodstained Pages
You refuse death. At 14th level, upon falling to 0 HP you can force the bound character to receive 1d4 nonlethal psychic damage, which is then leeched into you, keeping you active. If the bound character is knocked unconscious by this feat, you can temporarily bond to another creature within 30 feet of you for 1 minute, afterwards you fall dormant unless the original bound character is stabilized. You can use this feature twice per short or long rest.
"Words Are Power."
Finally at 18th level, you become immune to your damage type. You've nearly reached your pinnacle of might. As a reaction to using your last spell slots with no sorcery points, you can recover all of your sorcery points and one spell slot of each level up to 5th level. You can use this reaction once per long rest.
Grimoire Spell List
Cantrips (0 Level)
- Eldritch Blast
- Produce Flame
- Spare the Dying
- Thaumaturgy
- Vicious Mockery
1st Level
- Armor of Agathys
- Arms of Hadar
- Command
- Compelled Duel
- Cure Wounds
- Hellish Rebuke
- Identify
- Magnify Gravity
- Shield of Faith
2nd Level
- Augury
- Calm Emotions
- Flame Blade
- Immovable Object
- Heat Metal
- Lesser Restoration
- Locate Object
- Silence
- Spike Growth
3rd Level
- Aura of Vitality
- Call Lightning
- Crusader's Mantle
- Elemental Weapon
- Glyph of Warding
- Pulse Wave
- Sending
- Spirit Guardians
- Vampiric Touch
- Wind Wall
4th Level
- Aura of Purity
- Death Ward
- Divination
- Evard's Black Tentacles
- Fire Shield
- Gravity Sinkhole
- Otiluke's Resilient Sphere
- Staggering Smite
- Wall of Fire
5th Level
- Circle of Power
- Contagion
- Danse Macabre
- Destructive Wave
- Geas
- Greater Restoration
- Legend Lore
- Steel Wind Strike
- Temporal Shunt
- Wall of Force
6th Level
- Contingency
- Flesh to Stone
- Gravity Fissure
- Guards and Wards
- Harm Heal
- Primordial Ward
- Wall of Ice
7th Level
- Divine Word
- Forcecage
- Mordenkainen's Sword
- Sequester
- Symbol
- Tether Essence
8th Level
- Antimagic Field
- Control Weather
- Dark Star
- Feeblemind
- Maddening Darkness
- Reality Break
9th Level
- Foresight
- Imprisonment
- Prismatic Wall
- Shape Change
- Ravenous Void
- Time Ravage