College of the Grimm Troupe (Bard Subclass)

by Hollowed Kingdoms

Search GM Binder Visit User Profile

Bard: College of the Grimm Troupe

In the deepest recesses of the darkest tunnels and at the edges of the endless plains, whispers can be heard of a strange circus. Led by a mighty bug named Grimm, these strange showmen seem to show up where there are no more crowds to gather. Ruins, wreckage, and fallen kingdoms, these entertainers are found only at the falling edge of civilization. The machinations of the Dark Carnival are unknown, with only the fevered guesses of those who know the tale to offer any insight. Some bugs seek out this Troupe. Others are found by it. Some even chase its stories in lost tomes and stories. For the Entertaining Bard who finds themselves drawn to the Grimm Troupe, the power can be… seductive.

College of the Grimm Troupe Features
Bard Level Archetype Features
3 Nightmare Essence, Troupe Magic
6 Nightmare Heart
14 Grimm Child

Nightmare Essence

At 3rd level, when you choose this subclass, you gain proficiency with either Intimidation (CHA) or Performance (CHA). If you already have proficiency in both, you may choose another skill proficiency. Additionally, as a bonus action, you can expend a bardic inspiration and target a creature within 30ft. A flame appears over their head. Whenever that creature would make an ability check, attack roll or saving throw, you can use your reaction to cause the flame to burst. The creature makes the roll at disadvantage. This feature lasts for a minute, and it ends after the flame bursts. Only one flame may be active at a time.

Troupe Magic

At 3rd level, and at subsequent levels, the following spells are added to the Bard list. These spells are treated as Bard spells for the purpose of casting, even if they aren’t on the Bard spell list. You also learn either the Chill Touch or Firebolt cantrip (your choice, this does not count against your cantrips known). When you gain this feature, you may replace one additional spell for this level, provided the additional spell is on the list below.

Bard Level Spells Learned
3 Burning Hands, Arms of Hadar, Darkness, Flaming Sphere
5 Melf's Minute Meteors, Vampiric Touch
7 Blight, Wall of Fire
9 Danse Macabre, Immolation

Nightmare Heart

At 6th level, you are able to wield the power of the Nightmare Heart. As an action, you can target an enemy with 60ft of you. You make an Intimidation check against the enemy creature’s WIS saving throw. On a failure, the enemy creature becomes Frightened of you, and its movement is reduced to 0. This effect lasts until the end of your next turn. You can use this feature a number of times equal to your PB, regaining all uses after completing a long rest.

Grimm Child

At 14th level, you can call the spirit of Nightmare Essence to your side. As an action, you can cast the Summon Fiend spell (TCE) without the need for material components. Other requirements, such as casting time, still apply. You must select Devil. The summoned creature has advantage against being forcibly removed from this plane (such as with a Banish spell). The spell does not require concentration and the summoned creature stays until it is dismissed or either you or it die. You cannot cast another conjuration spell that requires concentration until the creature is dismissed or dies. Once you use this feature, you cannot do so again until you complete a Long Rest.

Game Credit

This Subclass was inspired by the game Hollow Knight by Team Cherry. A labor of love made solely for entertainment purposes and not-for-profit. No copyright infringement is intended.
Designed by: Nick,
Art by: MEBI

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.