Land of the Spirits Fighter and Conjurer Black Hack Style

I’ve been working on Land of Spirits for a few months now (in between Starrunner Kit, Hubris, and High Noon), sorting out inspirations, what I want to do, designing classes, races, etc.

I really wanted to go with a merge between White Box and what I dig from 5e (here is the Fighter class and Magic User). Recently David Black released the Black Hack and I really enjoy it (I’ve been doing posts about it for the last two weeks).  Anyways, David Black did an awesome job and it’s a more streamlined version of what I was planning on doing- so I’m seriously contemplating using Black Hack instead of continuing on nailing out my own mechanics (there will be one or two things I add, but not much).

So I figured I’d show the classes of Land of Spirits Black Hack’d here.

Fighter

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Fighters excel at combat and prefer to on the frontline of battle. Fighters use their prowess of weapons and keen senses to devastate an enemy and take them down quickly.  A fighter is able to mow through enemies quickly, making them a formidable and deadly killing machine.

 

Class Abilities

 

Starting HP: d10 + 4HP

Per Level/Resting: 1d10

Weapons & Armor: Any and All

Attack Damage: 1d8 / 1d6 Unarmed or Improvising

 

SPECIAL FEATURES

Once per hour, whilst in combat, a Warrior can regain d8 lost HP.

As part of their action a Warrior can make 1 attack per level.

Choose one Specialization, see below.

 

LEVELING UP

See option in Specialization

 

Specializations

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Duelist

Duelists are highly trained warriors able to fight with finesse and defensively while wielding two one-handed weapons; their ability to deflect a foe’s attacks has made them the stories of legend.

 Parry: The Duelist knows how to deflect a person’s attack by fighting defensively.  When a Duelist fights in this manner as a full action, duelist rolls Advantage to avoid an enemy’s melee  attacks. The duelist takes no other actions.

Two-weapon Fighting: The Duelist is able to wield a light weapon in their off-hand, gaining a +2 to damage without suffering +2 to the attack roll.

LEVELING UP

Roll to see if attributes increase, roll twice for STR or Dex

 

Ranger

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Rangers are huntsman and trackers comfortable in the wilds of nature; their keen eyes able to spot game, water, or ground to make a safe camp quickly.  Rangers form a deep bond with an animal of the wilds who serves as a loyal companion.

Animal Companion: Rangers start play with a trusted animal companion.  Roll 1d8: 1) arctic fox; 2) hawk; 3) boar; 4) lynx; 5) wolf; 6) bear dog; 7) wolverine; 8) badger

If the animal companion dies the ranger can attempt to bond with a new one after one week of mourning.  They must go in the wilds and attempt to coax the animal to them.  A single ST must be passed for this to succeed (treat as a background/class ability for TN).

At 10th level a Ranger is able to tame a brown bear as an animal companion, should they choose.

Survivalist: Rolls with Advantage when performing tasks in nature such as finding food, tracking, identifying plants and animals, hiding or moving silently, etc.

  LEVELING UP

Roll to see if attributes increase, roll twice for STR or Wis

Ravager

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Ravagers are vicious combatants known for their ferocity and brute-force.  Where other Fighters may use finesse, the Ravager swings wildly and uses their devastating blows to punish and take down an enemy.

Juggernaut: When a Ravager is using a two-handed weapon they +2 to damage due to the ferocity of their attacks, but do not suffer the +2 to their attack roll.

Thick Skinned: A Ravager does not fear death or pain.  At 1st level they ignore 1 point of damage (even from magical sources).  At 5th level this is increased to 2 points of damage.

LEVELING UP

Roll to see if attributes increase, roll twice for STR or Con

 

Skald

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Skalds are battle hardened fighters who tell stories of old about bravery, victory, and honor, inspiring their allies or terrifying their enemies while in battle.  A Skald can elevate a pauper to a prince, or bring a chief to his knees with but a few words.

Inspire: The Skald bellows stories of their ancestors and past victories to inspire an ally within 60’, spurning them to greater heights.  This speech takes one round to accomplish.   At the end of the speech the ally gains Advantage on a roll of their choosing within the next 10 minutes.

Terrify: The skald speaks of ill-omens, bad-tidings, and of vengeance and horror, causing unsettling fear in their enemies through the power of their words in a Nearby area.  The Skald must successfully test their Charisma for each group of creatures they are attempting to rattle, adding the creature’s HD to the roll . A GM will determine which creatures are in any particular group.  Creatures that are Terrified by the Skald must spend all their movement (and convert actions to movement) to move away from the Skald for 2d4 Moments after being Terrified.

LEVELING UP

Roll to see if attributes increase, roll twice for STR or Chr

 

Vagabond

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Vagabonds live on the fringes of society and have learned to fight to stay alive.  Vagabonds roam around and pick up many handy skills and are known for their uncanny luck and unscrupulous fighting tactics.

Roll with Advantage when testing DEX to avoid damage or effects from traps and magical devices.

Rolls with Advantage when attacking from behind and deals 2d6 / 2d4 + the Vagabond’s level damage.

Rolls with Advantage when performing delicate tasks, picking pockets, climbing, hearing sounds, moving silently, understanding written languages and opening locks.

LEVELING UP

Roll to see if attributes increase, roll twice for STR or Dex

 

Shielded Warrior

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Shielded Warriors are masters of defense, using their trusty shield to deflect and absorb an enemy’s attack.  Shielded Warriors are able to stand as a wall against onslaught, survive a vicious attack, and still keep fighting.

Shield Bash: The Shielded Warrior is able to wield their shield as a weapon and make an attack with it instead of their weapon. A small to large target that is successfully hit takes damage and is stunned for 1 round.

Tower Shield: A shielded warrior knows how to use a tower shield effectively.  Normally a person can only wield a tower shield.  A knight can wield one and a 1 handed weapon effectively.  A Shielded Warrior cannot perform a shield bash while wielding a tower shield.

Shielded Warrior: If a Warrior fails a STR or DEX test and would be dealt damage from an attack, they can opt to sunder (destroy) their shield – if they have one equipped – and ignore the damage.

LEVELING UP

Roll to see if attributes increase, roll twice for STR or Dex

Conjurer

Conjurers are a strange lot, able to manipulate the powerful energies of the spirits, twisting them into strange and devastating spells.  Female Conjurers are called Seiðr, and are held in weary, and also often high, regard.  Male Conjurers are called Ergi and are held in some distrust as magic is considered unmanly.  Many Ergi hide their tattoos and ability to cast magic until they are around those they trust or a dire situation arises.  There are Ergi that are unashamed of their abilities and have no thoughts on the taboos that society puts on them.

 

Class Abilities

Starting HP: d6 + 4HP

Per Level/Resting: 1d6

Weapons & Armor: Any weapon and no armor

Attack Damage: 1d4 / 1 Unarmed or Improvising

SPECIAL FEATURES

Roll with Advantage when testing INT to avoid damage or effects from spells or magical devices

Choose one Specialization, see below.

 

LEVELING UP

See option in Specialization

 

Schools of Magic: A Conjurer chooses a specialization at level 1.  Once this choice is made, it’s permanent.

 

Tattoos: Magic spells are tattooed on the flesh of the Magic User.  The Magic User need not see the tattoo to cast the spell, but pulls from the connection to the ink in the flesh and the magical world, almost like a tether or string that binds the two together.

 

Starting Spells

Conjurers start with a large spellbook containing a total of 1d4+2 spells from the Level 1 and 2 Spell lists.

Rituals

Any spell can actually be turned into a ritual and stored in a pendant or ring to be cast at a later date. A person can only have one item tied to them at a time.  Rituals take a number of hours equal to their level to cast and require special ingredient and 1 or more people. The main caster rolls under their Intelligence.  Each servant assisting in the ritual lowers the roll result by 1 (up to a max of 10 servants).

Should spell failure occur while casting a ritual something weird/terrible happens (up to the GM to determine this).

Anyone can cast a ritual, not just a Magic User, however they do not receive Advantage on the roll whereas Magic Users do. This is to highlight how scheming nobles or power hungry peasants foolishly dabble in magic.

 

Specializations

 

Sorcerer

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Sorcerers focus on arcane arts; bewitching the senses, casting powerful illusions, or raining fire down on their enemies.  Their ability to sense magic and their bond with their animal familiar gives them an edge in the world of magic.

 

Summon Familiar: The sorcerer gains a familiar.  Roll 1d12: 1) cat– have Advantage on Dex checks for sneaking; 2) bat– gain echo-sense (cannot be blinded- can detect targets hiding within Close range, but must be concentrating and still); 3) raven– reroll one failed Savings Throw per session; 4) lynx– grow claws and gain attack at class damage; 5) dog– aura of loyalty- retainers are immune to fear effects while Close to you; 6) arctic fox– Increase Dexterity score by +2 (max of 18); 7) pig– gain ability to track with scent, must succeed a Wis check; 8) otter– talented swimmer, gain Advantage on any Str checks for swimming; 9) squirrel- can climb things easily- gain Advantage on Dex rolls ; 10) raccoon– Have Advantage on Dex checks to do sleight of hand style actions; 11) owl– gain dark vision- see in darkness (even magical) up to Far Away; 12) pseudo-dragon- can actually speak not just empathic link to sorcerer, start with an additional level 1 Arcane spell .

A sorcerer gains an empathic link with heir familiar, and their familiar can deliver touch spells for them.  If a familiar is killed the sorcerer is stunned, suffers 3d6 damage, and loses all abilities granted by the creature.  The sorcerer can summon a new one in one month.

LEVELING UP

Roll to see if attributes increase, roll twice for INT or WIS

 

 

Priest

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Priests pay homage to the world of the spirits, believing in preserving the memories of their ancestors and beliefs of their people.  While Priests focus on healing, philosophy, and religion, it is not below them to cast devastating spells on their enemies or those who have wronged them.

Speak With Spirits: The priest is able to consult with the spirits and chooses one of two actions: A warning of events or the consequences of an action.  If the priest chooses warning of events, they may choose to reroll a failed save (before the sunrise of the next day).  If the priest chooses consequences of an action, they will find out if an action will have good or bad consequences.  This will be within a 30 minute period of asking.  This lets the priest be prepared for a course of action.

 

LEVELING UP

Roll to see if attributes increase, roll twice for WIS or CHR

 

Druid

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Druids are Magic Users who revere their bonds with the spirits and the natural way of life.  They are savage and as ever changing as the very nature they revere.  Druids are able to transform into a natural creature and through bonding with nature have taken on an aspect of the animal.

Animal Shape: The druid is able to transform into a small or medium creature (no larger than a wolf, boar, or cougar, and no smaller than a dog, cat, eagle, etc.) While in this form the druid can track by scent (rolling under Wis with Advantage), move as the creature would (IE. Swim, fly, etc.), gains their ability to breathe (IE. fish or frog can breathe underwater), a bite attack (and possibly claw attacks at a d4 as well- Judges call), gains 4 Armor Points (this does not stack with any other armor- this armor does not refresh with each transformation), and can see in a Far Away radius in the low light conditions.  The druid cannot communicate with other people while in animal form.  This effect lasts for 1 hour.  A druid can change into an animal a number of times equal to their level.

 

LEVELING UP

Roll to see if attributes increase, roll twice for STR or WIS


The Hubris Alchemist- Black Hack’d (and new Alchemical items)

 

Continuing on with Black Hacking Hubris, I’ll be futzing around with some of the classes as well.

Last week I did the races: Avarian, Ekrask, Half Demon, and Murder Machine.

The Alchemist

alchemist final

Alchemist transformation by David Lewis Johnson

Starting HP: d6+4

HP Per Leve/Resting: d6

Weapons and Armor: An Alchemist is proficient with the following weapons: blowgun, crossbow, dagger, handaxe, javelin, mace, shortsword, sickle, staff, and wheellock weapons.  An Alchemist can also wear Gambeson, Leather, and Small Shields, however armor is destroyed when they transform using their mutagen ability (see below).

Attack Damage: d6/1d4 unarmed or improvising.

 

Special Features

Roll with Advantage when testing Con to avoid damage from Poison.

Bombs– An Alchemist is able to mix together a concoction of volatile chemicals that explode when thrown at a target.  As the Alchemist becomes more experienced he is able to make these concoctions more potent and make more use of the materials at hand.  An Alchemist can craft a number of bombs per day equal to their level plus one.   All targets in a Close distance take the damage if the Alchemist successfully rolls under their Dexterity.  Crafting bombs takes one minute per bomb.  The Alchemist can also give the bombs to other companions.  The chemicals go inert if not used within 24 hours.

Mutagen: An Alchemist is able to create a mutagenic potion that unlocks the savagery of his inner psyche.  This potion must brew for one hour.  When consumed the potion transforms the alchemist into a terrible monster.  The transformation is terribly painful and takes 1 round, during which the Alchemist is vulnerable.  When transformed the Alchemist becomes a large creature; gains 6 armor points.  The Alchemist’s ham-sized fists do 1d6 damage, however the Alchemist rolls the damage twice and takes the higher of the two.

This transformation lasts 10 minutes and cannot be ended prematurely.  All clothing and armor are destroyed during the transformation.  An Alchemist can only take one Mutagen a day; taking any other Mutagens puts the Alchemist OofA for 1d6 hours.

Alchemical Tinkering: An Alchemist is able to create several handy concoctions that are extremely useful.  An Alchemist must successfully roll under their Intelligence for the item to be successfully created.  Each item takes 1 hour to make and costs ¼ of the sale price in ingredients.  See Alchemist items details below for details.

Leveling Up

Roll to see if Attributes increase, roll twice for Con or Int.

 

Alchemist Item Creation List
Item Cost Usage Die Effect
Acid (flask) 30 gp d4 Can be thrown at target.  Does 1d8 damage.
Alchemist fire 50 gp Liquid that when exposed to oxygen bursts into flame after 1 round.  Target takes 1d6 damage per round for 2d2 rounds or until dowsed in flour or liquefied pig fat.
Antitoxin (vial) 100 gp Must be created for a specific poison or toxin.  Instantly halts adverse effects and allows recovery.
Black powder pouch w/ fuse 30 gp d4 Can be thrown at a target after lit.  Explodes at the beginning of next round.  All targets in Close range take 1d6 damage.
Darkness stone 50 gp Creates a nebulous cloud in a Nearby radius that blocks all vision.  All attacks are made at Disadvantage.
Flash stick 50 gp d4 Targets in a Nearby radius are blinded by a bright flash of light if wielder succeeds on a Dexterity check.  Effect lasts one round.
Glue (flask) 50 gp d4 This green jelly-like liquid becomes sticky and rubbery in a Close area when exposed to air.  Targets in area become stuck (can break free after spending two rounds getting unstuck).  Movement is severely reduced for those that break free.
Healing Potion 100 gp Heals a target for 1d8 HP.
Lightning spheres 50 gp Small spheres that crackle and vibrate to the touch.  With a successful ranged attack, targets take 1d4 damage.  Damage is increased to 2d4 if targets are standing in water.
Matches 1 gp d20 Small sticks with a head that can be lit on fire when struck on a rough surface.  Lighting a match is a free action (usually- Judge has final call).
Pig grease 25 gp d4 This slimy sickly-smelling substance can coat a Nearby line and is extremely slippery.  Targets that run into the line fall prone.  It takes a full action to stand up and another full action to safely get out of the substance.
Smelling salts 50 gp d4 These potent smelling salts jolt a character that is OofA immediately to consciousness with 1 HP.
Smokestick 20 gp d4 All targets in a Nearby area are obscured by a thick cloud of smoke.  All melee attacks are made with Disadvantage.  Targets in the smoke suffer 1 point of damage per round due to choking.  The smokestick is consumed after 1 round and the smoke remains for an additional 1d6 rounds.  A strong gust of wind will dissipate the cloud instantly.

Hubris Shadowdancer- Black Hack’d

Continuing on with Black Hacking Hubris, I’ll be futzing around with some of the classes as well.

Last week I did the races: Avarian, Ekrask, Half Demon, and Murder Machine.

The Shadowdancer

Shadowdancer

Shadowdancer class by David Lewis Johnson

Starting HP: d6+4

HP Per Leve/Resting: d6

Weapons and Armor: Shadowdancer’s are proficient with the following weapons: barbed net, blackjack, blowgun, bolas, crossbow, dagger, dart, hand crossbow, longsword, net, shortsword, shortbow, sickle, sling, spiked chain, and Gambeson, Leather, and Small Shields

Attack Damage: d6/1d4 unarmed or improvising.

Whereas a common thief uses the darkness to merely aid in their illicit acts, you have fully embraced it, truly making it your ally.  You have some inexplicable ability to merge with the shadows, becoming completely invisible in them, and even travel through them to another location!

You are the ultimate assassin, able to kill your prey, and then move yourself from harm before the alarm is even sounded.  You are highly sought after in the underworld, and you smirk at the various rumors that fools speak about you in hushed tones.  You laugh gleefully when you see a mark huddled in their room, surrounded by torches, as if the light would keep them safe from your blade.  The fools!  Never realizing that eventually the darkness will come… and with it death.

Shadowdancer Abilities

Roll Advantage when attacking from behind and deals 2d6 damage.

Darkness: A Shadowdancer is able to cast the spell Darkness once per day.

Shadow Jump: A shadowdancer is able to manipulate the very darkness itself and create a portal that allows them transport to another spot of darkness or shadow. The Shacowdancer can travel a distance of Far Away or more. Using this ability is a movement action.  A Shadowdancer can do this a number of times equal to half their level (minimum 1).

Leveling Up

Roll to see if Attributes increase, roll twice for Dex or Chr.


The Hubris Blood Witch- Black Hack’d

Continuing on with Black Hacking Hubris, I’ll be futzing around with some of the classes as well.

Last week I did the races: Avarian, Ekrask, Half Demon, and Murder Machine.

The Blood Witch

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The Blood Witch by Jeremy Duncan

Starting HP: d4+4

HP Per Leve/Resting: d4

Weapons and Armor: A Blood Witch is trained in the use of the dagger, scythe, sickle, and staff.

Attack Damage: d4/1 unarmed or improvising.

You are not merely content with learning spells and studying tomes as a wizard, instead you have delved deep into some of the darkest and perverse arts.  You have learned the secret art of controlling the blood of others; you are able to manipulate the life essence of creatures and use it to bolster yourself, or harm and hinder others.

You engage in a dangerous dance with the possibility of corrupting your physical body, becoming more fiendish and monstrous than human.  You revel in the smell of blood, its taste, and warmth, even as it leaves your victim, cooling and congealing in an ever-growing pool on the floor… You are twisted… You may even be evil… And you absolutely love it.

Blood Witch Abilities

Blood Walk: Once per day a Blood Witch is able to jump through a living creature that is the same size or larger than herself and travel through their blood and emerge from another living creature on the same plane of existence. The Blood Witch can travel a distance of Far Away or more. Using this ability is a movement action.  The creature must be alive and have red blood for this travel to work.  The Blood Witch can choose to emerge early and deal 3d6 damage to the target, if they succeed a Con check. Failure means the Blood Witch suffers 1d6 damage and is stunned for 1d4 rounds.

Coagulate: The Blood Witch can cause a target’s blood to thicken, making it difficult to move and act.  The Blood Witch must succeed a Con check. If successful characters gain Advantage to Str or Dex to avoid the creature’s attacks. Additionally, the creature suffers and additional 2 points of damage from all attacks against them.  This effect lasts for a number of rounds equal to Blood Witch’s level plus 1.

Spells: Beginning at second level blood witch is able to cast arcane spells, but at great peril to herself.  A Blood Witch must sacrifice their own blood (hit points) to channel their spells. The Blood Witch sacrifices 1d4/2 per spell level.

Spellbook: A Blood Witch starts with the spell Inflict Wounds (see below) and 1d3 spells from the Level 1 & 2 Arcane spell lists.

Leveling Up: Roll for stats, roll twice for Con or Int.

New spell: Inflict Wounds (level 1)- A Blood Witch is able to deal 1d8 damage to a Nearby target.

 

 

Daily Blood Witch Spells

Blood Witch Level

Spell Slot Level

1 2 3 4 5 6 7
1
2 1
3 2 1
4 2 2
5 2 2 1
6 2 2 2
7 2 2 2 1
8 2 2 2 2 1
9 3 3 2 2 2 1
10 3 3 3 2 2 2 1

 


The Hubris Druid- Black Hack’d

Continuing on with Black Hacking Hubris, I’ll be futzing around with some of the classes as well.

Last week I did the races: Avarian, Ekrask, Half Demon, and Murder Machine.

The Druid

Druid final

Druid class by David Lewis Johnson

Starting HP: d8+4

HP Per Leve/Resting: d8

Weapons and Armor: Druids can use any weapons or armor so long as they meet the requirements of the Druidic Restrictions (see below).

Attack Damage: d6/1d4 unarmed or improvising.

You are the sentinel of nature and alone in fully understanding her secrets.  While others can train animals to do simple tricks, you are able to summon them to do your bidding, tap into their ferocity to gain special abilities, or even transform yourself into one.

You are savage, uncouth, and unrefined.  You can be as calm and tranquil as a placid lake, as welcoming as a summer breeze, or as furious and destructive as a hurricane.

The civilized world makes as little sense to you, as yours does to the cultured and refined.  You understand that nature needs to be respected and cared for, and not just a tool to be used and discarded when no longer convenient.  And you will fight those that seek to do it harm, whatever the cost.

Druid Abilities

Druidic Restriction: A druid prefers natural weapons and armor.  If they use any armor, shields or weapons of metal they lose the following abilities for 24 hours: Woodland Stride and Animal Shape.

Survival Knowledge: A druid has an intimate knowledge of nature.  She is able to identify flora and fauna from her area with ease.  If she is in a foreign type of climate she must make an Intelligence check to identify the subject.  Druids are able to tell if water is clean and safe to drink.  A Druid can make an Wis check to successfully tell how the weather will turn out for the next 12 hours.  Druids are able to scavenge for food and shelter for themselves easily.  If they wish to find such for 2-8 people they must make a successful Wis check and spend 6 hours hunting and foraging.  Druids know how to make weapons of stone, wood, and bone with ease, should they have the materials available.  This can be axes, staves, spears, bows and arrows, swords, etc.  If the druid rolls a 20 on an attack roll the weapon breaks.

Woodland Stride: A druid is one with nature and is able to move through obstructions like thorns, brambles, roots, thick branches, and the like as if they were water.  A druid will suffer no damage from troubles like natural thorns.  A druid also leaves no tracts when walking in nature.

Animal Shape: The druid is able to transform into a small or medium creature (no larger than a wolf, boar, or cougar, and no smaller than a dog, cat, eagle, etc.) While in this form the druid can track by scent (rolling under Wis with Advantage), move as the creature would (IE. Swim, fly, etc.), gains their ability to breathe (IE. fish or frog can breathe underwater), a bite attack (and possibly a claw attack at a d6 as well- Judges call), gains 3 Armor Points (this does not stack with any other armor), and can see in a Nearby radius in the dark.  The druid cannot communicate with other people while in animal form.  This effect lasts for 1 hour.  A druid can change into an animal a number of times equal to their level.

Leveling Up

Roll to see if Attributes increase, roll twice for Str or Wis.


Hubris Avarian- Black Hack’d

So Black Hack is a damned cool version of D&D!  It’s right up there for me with Into the Odd, White Box, and DCC.  I thought it would be fun to Black Hack my Hubris races (and maybe the classes) with Hubris so close to being done (Alex is kicking butt on layout!).

So today here is the Avarian!

Hubris- Avarian Action Shot

The Avarian by David Lewis Johnson

You are an enigmatic and elusive humanoid that closely resembles a crow or raven, ranging 4’5” to 5’5” in height.  Your culture is bizarre to outsiders, as your race tends to be secretive and exhibit a magpie mentality for hording items and mementos- even if they may seem like junk to others.  Many of the other races tend to distrust you as yours is a race of consummate tricksters.  Some avarians have a natural ability to cast illusion spells, while others have a bizarre ability to cause people to become unlucky, and often delve into crime, using their various skills as spies, thieves, or assassins.

Your people’s homeland is the Realm of the Echo Forest, located in the Razorback Mountains of the Frozen Wastes pg XX).

Weapon Training: Avarians are thieves by natures and know how to get out of trouble.  Avarians are proficient with blackjacks, bolas, and hand crossbows.

Flight: The arms of an avarian are also his wings.  An avarian can fly at a rate of Far-Away. While flying, an Avarian cannot attack or cast spells.  An Avarian cannot fly if they are wearing any armor (other than padded) or while having an abundance of items and weapons, or large weapons (half their Strength score in items).

Low-Light Vision: An Avarian can see in near dark conditions normally in a Nearby radius.

Magpie: Avarians collect things that others find useless or mundane; it’s a compulsion.  Once per session an Avarian can find a “useful” mundane item hiding in their pockets.  The item could be a hairpin, a few coins, a shiny button, an ancient skeleton key, etc.  The idea should be fun and clever to the situation.  The Judge has final arbitration.

Mocking Bird: An Avarian is able to mimic the voice or sound of any creature that they have heard in the past (Judge has final say).  Sneaky Avarians use this ability to lure a mark into a dark alley, or to distract a guard.  The Avarian must roll under their Charisma to determine if they successfully pull off the sound.  If they fail, whoever they are attempting to trick knows the sound is not genuine.


Hubris Ekrask- Black Hack’d

So Black Hack is a damned cool version of D&D!  It’s right up there for me with Into the Odd, White Box, and DCC.  I thought it would be fun to Black Hack my Hubris races (and maybe the classes) with Hubris so close to being done (Alex is kicking butt on layout!).

So today here is the Ekrask!

ekrask

The Ekrask by Jeremy Duncan

 

You are so much more than your dim-witted lesser-kin, the lizardman, and you bask in your superiority.  You are proud, agile, muscular and savage.  Your people stand as tall or taller as any of the puny humans, reaching 5’8”-7’5” in height.  Long ago Klind sorcerer-slavers invaded the Bogwood Swamp and subjugated your people, turning your proud race into slaves and things to be sacrificed to their dark god, Set.  Eventually your people resisted the Klind, and expelled them from the Bogwood, and now most are free.  However, many of your kind are still slaves in Klind lands and the battle drums beat as ekrask warriors seek to liberate their brethren.

Abilities

Infrasion: An Ekrask can see in the dark up to 60’.

Natural Weapons: An ekrask has a nasty bite attack and razor sharp claws that deal class damage.  An Ekrask is never considered unarmed.

Blood Spout: Once per day an Ekrask can shoot blood out of its eyes.  The Ekrask must succeed a ranged attack (roll under Dex); if the attack is successful, the target is stunned for 1d3 rounds.  The smell of the blood makes target easier to track by scent; an Ekrask has Advantage on Wisdom rolls for tracking.

Rage: An ekrask is a savage fighter that is able to tap into their ferocious nature and attack with reckless abandon.   For 1 minute the Ekrask gains Advantage to attacks, +2 damage and Advantage on saves against mild-altering and fear effects.  After combat the character is exhausted and suffers Disadvantage to all rolls until they rest fully for one hour.  This ability can be used once per day.


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