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The Black Hack 2e - Classes 2

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50% found this document useful (2 votes)
653 views

The Black Hack 2e - Classes 2

Uploaded by

Julian Dardenne
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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A HACK OF CLASS

For use with The Black Hack

Weird Realm Games


A HACK OF CLASS

OSR Class Options


For The Black Hack

By Brett Slocum
v1.1

Many thanks to David Black for making TBH so simple to hack.

Copyright 2016 by Brett Slocum

Cover Image: two lovers, medieval woodcut

Released under the Open Game License (OGL v1.0a)

This supplement contains seven lightweight classes for The


Black Hack: Assassin, Bard, Druid, Illusionist, Monk, Paladin,
and Ranger. The also includes spell lists for druids and
illusionists. It has been a pleasure to create these. I hope the
reader can have fun with them.

Weird Realm Games


ASSASSIN
Starting HP: d8 + 4
HP Per Level/Resting: 1d8
Weapons & Armor: Any Weapons, Gambeson, Leather,
All Shields.
Attack Damage: 1d8 / 1d6 Unarmed or Improvising.

SPECIAL FEATURES
Rolls with Advantage when preparing and using poisons
and avoiding damage or effects of poison.

Rolls with Advantage when using disguises and


deception, climbing, hearing sounds, moving silently, and
opening locks.

Rolls with Advantage when attacking from behind and


deals 2d8 / 2d6 + the Assassin's level damage.

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.

Rolls with Advantage when testing INT when examining


magic items to discern their history, properties, and use,
and when researching legends.

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.

A Druid can spend an action to command Nearby wild


animals by testing their CHA and adding the creature's
HD to the roll. This effect lasts 1 min for each level of the
druid.

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.

An Illusionist can test WIS to dispel an illusion once per


day.

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.

Once per hour, a Monk who succeeds on their Unarmed


attack roll may deal critical damage.

Rolls with Advantage on DEX tests when performing


acrobatics, climbing, jumping, delicate tasks, and moving
silently.

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.

As part of their action a Paladin can make 1 attack per


level.

A paladin can spend an action to touch a wounded person


and heal the person's Hit Die + the Paladin's level in HP.

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.

As part of their action a Ranger can make 1 Ranged attack


per level.

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 STR or
DEX.
Druid Spells

Cure Light Wounds: Heal 1d8 HP to a Nearby target.


Detect Magic: Everything Nearby that is magic glows - 5 mins.
Light: Create dim light from a Nearby spot or object - 1 hr.
1
Wall of Fog: Wall covers a Nearby area, making it impenetrable to sight - 1 hr/level.
Predict Weather: Can predict weather 12 hours ahead up to a 2 miles/level away.
Purify Food and Drink: Removes all diseases from all Nearby food and drink.
Locate Animals and Plants: Sense direction of plants or animals - 10 mins/level.
Produce Flames: Creates a ball of flames that can be held or thrown Nearby - 2 mins/level.
Cure Disease: Cures a Nearby target of all diseases.
2 Speak with Animals: Can understand and talk with animals - 1 hr.
Warp Wood: Shapes a Nearby amount of wood (5 lbs/level) as if it were clay.
Web: Traps a Nearby area, allowing no movement. Test WIS each 10 min to see if the effect
lasts.
Call Lightning: Calls lightning bolts from a thunderstorm every 10 mins that can hit 1d6
Nearby targets with 6d6 HP damage between them - 1 hr.
Cure Serious Wounds: Heal 3d8+3 HP to a Nearby target.
Plant Growth: Makes a Nearby area of plant life an impassable mass of thorns until destroyed.
3
Protection from Fire: Makes a Nearby target immune to normal fire and gives 6 temp AP
against magical fire - 1 hr.
Pyrotechnics: Creates fireworks or smoke from a fire source up to Far Away - 1 hr.
Water Breathing: 1d6 Nearby targets can breathe water - 2 hrs.
Animal Growth: Makes 1d6 Nearby normal animals to grow to giant size - 2 hrs.
Animal Summoning: Summons 8d4 HD of animals (4 HD max.) to serve the caster - 1 hr.
Control Water: Can make a body of water up to Far Away either drop to half its depth,
4 allowing it to be forded, or increase its depth by half, causing a flood - 2 hrs.
Neutralize Poison: Remove/Immunize poison from a Nearby target - 10 mins.
Speak with Plants: Can understand and talk with plants - 1 hr.
Sticks to Snakes: Can turn 2d6 sticks into snakes, 50% are venomous - 1 hr.
Anti-Plant Shell: Creates a Nearby Zone around the caster blocking all plants.
Commune with Nature: Ask 1 question/level.
Control Winds: Control the wind in an area up to Far Away to all extremes - 10 mins.
Insect Plague: Creates a cloud of insects. Creatures of 2 HD or less flee in terror. Trapped
5
people, animals, and organic materials take 1 HP per round, ignoring AP - 1 day.
Passplant: Repeatedly move from Close trees to the same species up to Far Away - 1 hr/level.
Transmute: Transmutes a Nearby area of rock or earth to mud 10 ft deep. Reversible.
Wall of Fire/Ice: Wall covers a Nearby area, WIS to attack Close targets (3d6) - 10 mins.
Anti-Animal Shell: Creates a Nearby Zone around the caster blocking all animals.
Conjure Fire Elemental: Summons a fire elemental with HD equal to caster's level - 1 hr.
Control Weather: Control the weather in an area up to Far Away to all extremes - 1 hr.
Feeblemind: Reduce a Nearby target's INT to 4 - 10 mins/level.
6
Fire Seeds: Test DEX against a Nearby creature, if a pass they and 1d6 Close companions take
2d6 fire damage, if a fail half damage.
Animal Summoning: II: Summons 16d4 HD of animals (16 HD max.) to serve the caster - 1
hr.
Conjure Earth Elemental: Summons an earth elemental with HD equal to caster's level - 1 hr.
Confusion: 2d6 Nearby targets immediately make a Reaction roll.
Finger of Death: Choose a Nearby target and test WIS, if a pass the target is OofA.
Fire Chariot: Flaming chariot drawn by flaming horse specters. Holds up to 8 creatures, move
7
240', fly 480', 1d6 fire damage, only water or magical weapons affect it - level+5 mins.
Reincarnate: Revive Close dead target into a new body. Test INT, if pass caster chooses race
or creature, if fail, random.
Transmute Metal to Wood: Transmutes a Nearby metal object (8 lbs./level) to wood.
Illusionist Spells
Change Self: Transform the caster to have the appearance of another creature - 2 hrs.
Color Spray: Test WIS on up to level HD Nearby creatures, if a pass target is unconscious 2d4
rounds if caster's HD or less, stunned d4 rounds if greater than caster's HD.
Dispel Illusion: Removes a Nearby Illusionist spell.
1 Hypnotize: A Nearby target obeys commands. Test WIS/turn to see if the effect lasts.
Phantasmal Force: Creates a Nearby illusion dispelled by touch. Test WIS, if a pass viewer can
be harmed (1d6).
Light/Dark: Create dim light or darkness from a Nearby spot or object - 1 hr.
Wall of Fog: Wall covers a Nearby area, making area impenetrable to sight - 1 hr/level.
Blind/Deafen: Test WIS against a Nearby target, if a pass the target is blind or deaf.
Blur: Disadvantage in all Melee and Ranged attack rolls against caster - level+3 rounds.
Detect Magic: Everything Nearby that is magic glows - 5 mins.
2 Hypnotic Pattern: 4d6 HD Nearby creatures can't move or act. Test WIS to see if the effect lasts.
Invisibility: A Nearby creature is made invisible until dispelled or they attack.
Misdetection: All detection spells cast out to Far Away malfunction - 10 mins.
Area Invisibility: 1d6 Nearby creatures are made invisible until dispelled or they attack.
Daylight/Darkness: A Nearby area is filled with sunlight or impenetrable darkness - 1 hr.
Fear: Test WIS against 5d6 HD Nearby creatures, if a pass the target flees - level mins.
3 Hallucinatory Terrain: Terrain out to Far Away appears as the caster desires until touched.
Hold Person: Paralyze 1d4 Nearby targets. Test WIS/turn to see if the effect lasts.
Spectral Force: Create a Nearby illusion. Test WIS, if a pass viewer can be harmed (2d6).
Suggestion: Test WIS on a Nearby target, if a pass performs a simple command that seems safe.
Area Invisibility II: As Area Invisibility, except affected creatures can attack.
Confusion: 2d6 Nearby targets immediately make a Reaction roll.
Creation: Creates materials like wood in Close area. Max. 5 lbs. x level per day - 4+level days.
Massmorph: Up to 100 creatures horse-size or less out to Far Away appear as trees. Can be
4 touched – 1 hour.
Phantasmal Killer: Create illusion of Nearby target's most feared monster. Test WIS, if pass
target is OofA.
Shadow Monster: Summons level HD of semi-corporeal monsters with 2 HP per HD. Test WIS,
if a fail no AP and level damage.
Chaos: Like a Confusion spell in a Nearby area. Roll Reaction every 10 mins.
Creation II: Creates materials like wood in Close area. Max. 15 lbs. x level per day – 1 week.
Project Image: Caster's image appears out to Far Away, mimicking the caster. Spells seem to
originate from the image.
5 Shadow Magic: Casts illusory Fireball, Lightning bolt, or Magic Missile. Test WIS, if a fail level
damage.
Shadow Monster II: Summons level HD of semi-corporeal monsters with 3 HP per die. Test
WIS, if a fail 2 AP and level x 2 damage.
Summon Shadow: Summons a semi-corporeal shadow to perform one task.
Animal Summoning: Summons 8d4 HD of animals (4 HD max.) to serve the caster - 1 hr.
Mass Suggestion: Test WIS on d6 Nearby targets, if a pass performs a simple command that
seems safe.
Permanent Spectral Force: Same as Spectral Force, except permanent.
6 Shadow Magic II: Casts illusory Cloudkill, Wall of Fire/Ice, or as Shadow Magic. Test WIS, if a
fail 2 x level damage.
True Seeing: See through darkness (normal or magical), secret doors, invisible, illusions,
ethereal, or polymorph – 1 min/level.
Veil: Changes the sight, smell, and feel of everything in a Nearby area, touchable - 1 min/level.
Astral Spell: Projects an avatar of the caster onto a chosen plane - 1 hr.
Limited Wish: Change reality in a limited way or time.
Prismatic Spray: All creatures <= 8 HD in a Nearby area are blinded 2d4 minutes, plus all
creatures take a random color effect: Red - 10 HP fire damage, Orange - 20 HP damage, Yellow -
7 40 HP damage, Green - poison, pass CON test = OofA, Blue - pass CON test = petrified, Indigo -
pass INT test = insane, Violet - pass INT test = transport to another plane, or two color effects.
Vision: Test INT while sacrificing a 300 g.p. item to an entity, if a pass get an accurate vision for
a question, if a fail, must perform a service.
DESIGNATION OF PRODUCT IDENTITY
The names "A Hack of Class" and "Weird Realm Games", and all artwork, symbols, logos, and graphic designs are
designated as Product Identity.

DESIGNATION OF OPEN GAME CONTENT


All of this document, with the exception of material specifically excluded in the declaration of product identity, is open
game content.

OPEN GAME LICENSE Version 1.0a


The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc
("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game
Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including
into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement,
compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c)
"Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute;
(d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to
the extent such content does not embody the Product Identity and is an enhancement over the prior art and any
additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this
License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e)
"Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts;
creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols,
designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio
representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses
and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects,
logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product
identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark"
means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the
associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to
use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content.
(h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game
Content may only be used under and in terms of this License. You must affix such a notice to any Open Game Content
that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No
other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual,
worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You
represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights
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6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the
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You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any
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7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility,
except as expressly licensed in another, independent Agreement with the owner of each element of that Product
Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in
conjunction with a work containing Open Game Content except as expressly licensed in another, independent
Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game
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8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you
are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use
any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed
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10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You
Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any
Contributor unless You have written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some
or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any
Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure
such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this
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14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to
the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0a Copyright © 2000, Wizards of the Coast, Inc.
The Black Hack, Copyright 2016, Gold Piece Publications; Authors: David Black.
A Hack of Class, Copyright 2016 by Brett Slocum.
END OF LICENSE

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