The Black Hack 2e - Classes 2
The Black Hack 2e - Classes 2
By Brett Slocum
v1.1
SPECIAL FEATURES
Rolls with Advantage when preparing and using poisons
and avoiding damage or effects of poison.
LEVELING UP
Roll to see if attributes increase, roll twice for STR or
DEX.
BARD
Starting HP: 1d6 + 4
HP Per Level/Resting: 1d6
Weapons & Armor: 1-Handed Melee Weapons,
Quarterstaff, All Ranged Weapons, Gambeson, Leather,
Chain Mail, Small Shields.
Attack Damage: 1d6 / 1d4 Unarmed or Improvising.
SPECIAL FEATURES
Rolls with Advantage when testing CHA to charm,
convince, entertain, lie, play and compose music, recite,
seduce, sing, and tell stories, and for Reaction rolls.
LEVELING UP
Roll to see if attributes increase, roll twice for INT or
CHA.
ARCANE SPELLCASTING
Beginning at second level, Bards can cast a number of
Arcane Spells per day; see the Spellcasting section and
use the Daily Cleric Spells table.
SPELLBOOK
Bards start with a large spellbook containing a total of 1d4
spells from the Level 1 and 2 Arcane Spell lists.
DRUID
Starting HP: d6 + 4
HP Per Level/Resting: 1d6
Weapons & Armor: Clubs, Daggers, Hand Axes, Slings,
Sickles, Staffs, Gambeson, Leather.
Attack Damage: 1d6 / 1d4 Unarmed or Improvising.
SPECIAL FEATURES
In a natural environment, rolls with Advantage when
tracking, moving silently, navigating, finding food, or
calming wild animals.
LEVELING UP
Roll to see if attributes increase, roll twice for WIS or
CHA.
DRUID SPELLCASTING
Beginning at second level, Druids can cast a number of
Druid Spells per day; see the Spellcasting section and use
the Daily Cleric Spells table.
SPELLBOOK
Druids start with a large spellbook containing a total of
1d4 spells from the Level 1 and 2 Druid Spell lists.
ILLUSIONIST
Starting HP: d4 + 4
HP Per Level/Resting: 1d4
Weapons & Armor: 1-Handed Swords and Staff.
Attack Damage: 1d4 / 1 Unarmed or Improvising.
SPECIAL FEATURES
Roll with Advantage when testing WIS to disbelieve
illusions and to avoid damage or effects from illusions.
LEVELING UP
Roll to see if attributes increase, roll twice for INT or
WIS.
ILLUSION SPELLCASTING
Beginning at first level, Illusionists can cast a number of
Illusionist Spells per day, see the Spellcasting section, and
they use the Daily Conjurers Spells table.
SPELLBOOK
Illusionists start with a large spellbook containing a total
of 1d4+2 spells from the Level 1 and 2 Illusionist Spell
lists.
MONK
Starting HP: d6 + 4
HP Per Level/Resting: 1d6
Weapons & Armor: Daggers, Darts, Quarterstaff, Sling.
Attack Damage: 1d6 Unarmed / 1d4 Other Attacks.
SPECIAL FEATURES
Rolls with Advantage when testing DEX to avoid damage
from Ranged Attacks.
LEVELING UP
Roll to see if attributes increase, roll twice for DEX or
WIS.
PALADIN
Starting HP: d10 + 4
HP Per Level/Resting: 1d10
Weapons & Armor: Any and All.
Attack Damage: 1d8 / 1d6 Unarmed or Improvising.
SPECIAL FEATURES
Once per hour, a Paladin, who succeeds on their attack
roll against an enemy of the faith, may deal critical
damage.
LEVELING UP
Roll to see if attributes increase, roll twice for STR or
WIS.
RANGER
Starting HP: d10 + 4
HP Per Level/Resting: 1d10
Weapons & Armor: Any Weapons, Gambeson, Leather,
Chain Mail, All Shields.
Attack Damage: 1d8 / 1d6 Unarmed or Improvising.
SPECIAL FEATURES
Once per day, a Ranger, who succeeds on their attack roll
against a goblin, hobgoblin, orc, bugbear, ogre, troll, or
giant, may deal critical damage.
LEVELING UP
Roll to see if attributes increase, roll twice for STR or
DEX.
Druid Spells