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Grimlock

It is a testament to the human spirit that, when a group of engineers became trapped underground thousands of years ago, they found a way to survive instead of dying terrified in the dark. Their descendants started being born without eyes, becoming the first grimlocks. Even the name “grimlock,” a reference to the grim fate of being locked in the earth, speaks to the ingenuity and grit of these brave souls. In the generations since the first grimlock was born, eyelessness has become a trait that parents can pass on to their children, even if they do not live in the depths of the earth.

Grimlocks live an isolated existence heavy with responsibility. Tasked with the self-imposed duty of keeping the geology of the regions they inhabit stable (a response to the tragedy that created their society) they build communities that run on reliable schedules and provide routine training for all. They are a serious people, but not a joyless one, and their respect for innovation and problem solving has allowed them to not only persist for centuries, but to achieve levels of advancement unseen on the surface.

The original grimlocks were made up entirely of humans, but over time they absorbed people of other heritages who were willing to take up the responsibility of stabilizing the earth. Grimlocks welcome anyone who can adapt to unlit environments and is willing to help their community. Modern grimlock communities are surprisingly diverse, given their isolation. Those who lack darkvision often go blind in the lightless tunnels of a grimlock community, but their other senses sharpen to compensate.


Characters raised in the grimlock culture share the following traits:

Grimlock Training. Specialized training has equipped you to aid your community. Choose one of the following:
Maintenance. You gain proficiency in the Engineering skill and with tinker’s tools.
Medic. You gain proficiency in the Medicine skill and with herbalist’s kits.
Security. You gain proficiency with the Stealth skill and with shortswords and shotguns.

Whatever’s At Hand. Underland is a dangerous place, and grimlocks learn to defend themselves with whatever’s handy, such as tools like pry bars and wrenches. You gain proficiency with improvised weapons.

Lightless Expertise. You never suffer disadvantage for being unable to see while making skill checks, so long as one of your other senses (such as touch or hearing) can compensate.

Languages. You can speak Common and Undercommon and you can read Grimlock texture writing, which uses the words and grammar of Undercommon. Because most grimlocks lack traditional sight, blind members of their society are not taught the written or signed forms of the languages they use to communicate. Grimlocks with darkvision learn the written and signed forms of Common and Undercommon normally.

Additionally, many grimlocks (especially those of human, halfling, or dragonborn heritage) do not have eyes; their faces are smooth where their eyes would usually be, and their skulls lack eye sockets. The following traits are most commonly seen in grimlocks whose heritages lack the darkvision ability. If you wish, you gain the following traits:

Blind. You are permanently blind and can’t see beyond the range of your blindsight. You can’t benefit from any ability or magical effect that would grant you visual sight or darkvision. Your inability to see, however, is not without its advantages. You are immune to any illusion spell that relies on vision, such as blur , darkness , or invisibility , and you are also immune to attacks and effects that require meeting a creature’s eyes, such as a medusa’s petrifying gaze. Additionally, you gain an expertise die on Perception checks that don’t rely on sight.

Echolocation. While you are not deafened , you have blindsight with a range of 60 feet. You count as being able to see targets within the range of your echolocation.

Sensitive Ears. Any time you take thunder damage, you make a Constitution save against a DC of 10 or half the damage taken, whichever is higher. On a failure, you are deafened until the end of your next turn.