Hey - sorry, RL got in the way of important stuff... ;-) Grim Threshold is a limit to how much necrotic energy it can absorb before getting "corrupted" and becoming Grim. Whenever a weapon deals the killing blow to an Aberration, a Fiend, or an Undead, it gains 1 Grim Point. The larger the weapon, the more it can absorb - for example, a handaxe has a threshold of 5 but a greataxe has 13. The wielder of a Grim Weapon has Advantage on Attack Rolls against Aberrations, Fiends, or Undead. It is also to be considered magical as far as Resistances and Immunities to damage go. Though a Grim Weapon grants its wielder with added effectiveness in fighting monsters spawning from the dark and imposing their will on mortals through its ominous feel. Even so, it takes a terrible toll on the soul: • Carrying a Grim Weapon decreases the wielder’s Maximum Soul Points by an amount equal to the weapon’s Grim Threshold. Therefore, only the foolish gather more than one or two Grim Weapons if they have not the required spiritual fortitude. • Any failed attack roll with the weapon entails the loss of 1 Soul Point: the darkness within the weapon thrives on failure and frustration while enticing its wielder with more power. • A natural 1 on an Attack Roll is particularly malicious: the character makes a Wisdom Saving Throw, DC 15, to avoid one random Soul Affliction, described below. Soul Points represent a character’s psychological and spiritual fortitude in the face of soul-consuming decay. Each character has a Soul Point supply of 5 plus their Wisdom Modifier per level. In addition, spellcasters gain 1 more point for every Spell Slot they have. Exceptionally, Warlocks gain 3 points for each Spell Slot. Soul Points = [(5 + Wisdom Modifier) x character level] + spell slots. Soul Points are recovered as part of a Short Rest (1+WIS modifier for every spent Hit Dice), or a Long Rest (recovering the max of (INT, WIS, and CON scores - not mods!).