u/Fun-Staff6728

▲ 1 r/3d6

Rating/advice for my Grim Hollow character?

I am a grappling tank Monk in a new Grim Hollow campaign with 6 players, and we are all starting at level 1. Most of us have their ideal subclass picked out already, so I will give a quick rundown of what my allies can do:

  • Dreamer, Warlock with sangromancy and thorns/plants spells. High CHA, specializes in Persuasion. Sangromancy spells cost 1 Hit Die to cast, but Dreamer heritage traits give back 1 Hit Die on short rest.
  • GH: Human Carver Monster Hunter using a greatsword. High STR, low DEX and CON, medium armor until level 3. Human custom heritage traits that give extra movespeed and additional attack with Bonus Action when charging at an enemy.
  • GH: Human Champion Fighter dual-wielder. High STR, low DEX, High CON, heavy armor. Human custom heritage traits that give you and allies advantage on attacks until end of next turn, lots of critical hit bonuses, as well as a legally-distinct Lucky. (relevant since our DM uses the Fates & Fortunes system to heavily reward nat 20's and heavily punish nat 1's)
  • Ruinbound Spores Druid who uses lots of spore, infestation, and bacterial themed spells. Currently only uses Goodberry for healing. High WIS, uses Acid Splash as main damage spell.
  • Changeling Swashbuckler Rogue with rapier and shortbow, whose main goal is to infiltrate enemy forces during combat and instigate an early surrender (surprisingly effective so far). High DEX and CHA, expertise in Deception and Sleight of Hand.

With that out of the way, here is my current character:

STATS: 16 19 14 16 13 10

  • (STR must be high for grappling house rules involving forced movement, especially vertically)

PROFICIENCIES: Athletics, Perception, Stealth, Survival

CLASS: Mercy Monk, level 1

BACKGROUND: Custom, using VRGR's Touch of Death as an Origin Feat (will replace with THW's version once the book is out)

  • staples a non-spell Chill Touch to an unarmed strike as an action (unarmed+1d10 Necrotic, add a die at levels 5, 11, and 17)
  • ignores target's resistance to Necrotic damage via attack rolls
  • automatic 1d10 Necrotic at the start of my turn to everything currently grappling (or grappled by) me

SPECIES: GH: Dhampir, using these custom traits:

  • Darkvision (60ft)
  • Climber (30ft climb speed)
  • Wall Walker
    • can walk on walls and ceilings hands-free
    • gives Dash as a Bonus Action while on walls, PB/LR
  • Natural Attack (Fangs)
    • Can use fangs for unarmed strike for 1d6+STR/DEX piercing.
  • Draining Attack
    • gain THP equal to total damage dealt on every unarmed strike
  • To The Dregs
    • can cause unarmed strike to lower target's max HP equal to the total damage dealt, PB/LR
  • Magical Savvy, upgraded to Magical Savant
    • (essentially acting as MI: Cleric with one less cantrip.)
    • Cantrip: Preserve
      • (prevents aging/spoilage of anything within a bag for 12hrs)
      • Since the character refuses to feed without consent, he uses this to store blood for later if needed
    • 1st Level Spell: Cure Wounds (1/LR)

CHARACTER CONCEPT:

  • I want to act as the party's grappling defender/tank. Touch of Death adds large single-hit damage for big THP gains, 17 AC and grappling to incentivize attacking me and not my allies. His Touch of Death and Cure Wounds are the early, unrefined versions of Hand of Healing and Harm given by Mercy Monk. Later, Hand of Harm will enhance THP gain. Hand of Healing will mostly be used on allies, and the rest on himself.
  • On occasion, I intend to use grappling and verticality to drop both myself and my target to weaponize fall damage. I would like to use the TCE rules on falling onto another creature, making the target I am holding take half of my fall damage as well as all of his own. Something fun and flashy as a treat.
  • The character is the definition of a double-edged sword. He could easily harm his allies if he doesn't keep his hunger in check, and the 1d10 grapple damage means he can't grapple allies for very long. He strives to master his deathtouch to only harm those he wishes to harm, and to master his hunger so that he never needs to feed on anyone again.
  • Most of his gear is designed around enabling his allies to keep him in check if he loses control. His plague doctor mask acts as a muzzle. He carries holy water, garlic, ball bearings (forced to count them if spilled), torches sharpened into wooden stakes, and a locked coffin on his back, which has manacles bolted into the top and bottom to keep himself contained within. He carries two waterskins (one for water and one for blood) which he uses Preserve to save for later.
  • The main flaw I want to preserve for his character is his lack of persuasion. He refuses to feed on anyone without their permission (even enemies). Every time he has to feed, I want him to earn it. I wanted this to reflect a vampire's need to get permission to enter, but with moral instead of magical restrictions.

LEVELING GOALS

  • In order to escape his need for blood, he wants to get to Monk 10 as fast as possible.
  • I am open to multiclassing and feats, as long as they are narratively consistent.
  • I was toying with the idea of dipping Barbarian 1 for next level, using Rage to represent losing control, but I am not really married to the idea yet.
  • Ideal feats are Grappler and Street Justice, but I am open to suggestions.

And that's the character! Please let me know what you guys think, I am open to suggestions and criticism.

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u/Fun-Staff6728 — 12 hours ago