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The Low Hack

low fantasy classes for the


black hack

klintron.com
Soldier
Starting HP: d10 + 4
HP Per Level/Resting: 1d10
Weapons & Armor: All weapons, armor, and shields
Damage: 1d10 / 1d6 Unarmed or Improvising

SPECIAL FEATURES
Once per battle, you can test STR to intimidate a foe as a free action. If successful, the foe loses their next
attack.
If you fail a STR or DEX test and would be dealt damage from an attack, you can opt to sunder (destroy)
your shield--if you have one equipped--and ignore the damage.

LEVELING UP
Roll to see if attributes increase, roll twice for STR and DEX.
At level 4, you can do two attacks per round.
At level 9, add +2 to all your damage rolls.
Brawler
Starting HP: d10 + 4
HP Per Level/Resting: 1d10
Weapons & Armor: One single-handed signature weapon, leather armor, gambleson
Damage: 1d8 / 1d8 Unarmed or Improvising

SPECIAL FEATURES
Roll with Advantage for attacks against unarmored foes.
On your turn, as many turns as you’d like during a single combat, you can make a wild attack, gaining
Advantage on your attack roll but rolling with Disadvantage on your very next defensive roll. Does not
stack with the above unarmored foe attack.
During battle, the first time you fail a DEX or STR roll and would normally take damage, you can cancel
that that damage if it amounts to less than half your remaining HP.

LEVELING UP
Roll to see if attributes increase, roll twice for STR and INT.
At level 4, unless surprised, you always go first in combat regardless of your initiative roll.
At level 9, you can make two attacks per round.
Zealot
Starting HP: 1d8 + 4
HP Per Level/Resting: 1d8
Weapons & Armor: All Blunt Weapons, All Shields, All Armor
Damage: 1d6 / 1d4 Unarmed or Improvising

SPECIAL FEATURES
You can heal up to 2d4 HP per character per day (your own HP or others’). Each d4 of healing takes one
combat moment. No test is required other than rolling the d4s.
Once per day, you can give your enemies a demoralizing speech by testing CHA. If successful, you and
your allies gain Advantage on defensive rolls for the duration of the battle.
Roll with Advantage when you test your CHA to persuade or negotiate with someone from a similar faith
to your own.
Roll with advantage when testing WIS against deception (magical or otherwise), charms, or mind-control.

LEVELING UP
Roll to see if attributes increase, roll twice for CHA or CON.
At level 4, you restore 1d4 + 2 hit points when you heal yourself or others.
At level 9, you gain 1d6 followers. Each is a Level 1 Zealot. You do not need to pay them, but you can if
you choose.
Hunter
Starting HP: 1d8 + 4
HP Per Level/Resting: 1d8
Weapons & Armor: All ranged weapons, singled handed weapons, leather armor, gambleson
Damage: 1d8 / 1d4 Unarmed or Improvising

SPECIAL FEATURES
Roll with Advantage when attacking with ranged weapons from an obscured position.
Roll with Advantage when navigating, tracking, climbing, hearing sounds, or moving silently within
preferred terrain.
After spending a session exploring a new type of terrain, test Int. On a success, it becomes a new preferred
terrain.

LEVELING UP
Roll to see if attributes increase, roll twice for DEX or WIS
At Level 4, you can make 2 ranged attacks per turn.
At level 9, you add +2 to damage when attacking with a ranged weapon.
Nomad
Starting HP: 1d8
HP Per Level/Resting: 1d8
Weapons & Armor: One handed weapons, leather armor, gambeson
Damage: 1d6 / 1d4 Unarmed or Improvising

SPECIAL FEATURES
Roll with Advantage when testing INT to read maps, navigate, recall lore, or to read or understand an
unfamiliar language well enough to get the gist.
Roll with Advantage when testing CHA when negotiating price when buying or selling goods or services.
Roll with Advantage when testing CHA when trying to pass for a nationality or social class other than your
own.
You can carry STR + 4 items without facing Disadvantage.

LEVELING UP
Roll to see if attributes increase, roll twice for STR or INT.
Once per even numbered level, test INT to learn to an unfamiliar language fluently.
Starting at Level 4, you get Advantage on all perception related tests.
Starting at Level 9, you can reroll a failed roll once per day.
Noble
Starting HP: d8 + 4
HP Per Level/Resting: 1d8
Weapons & Armor: All weapons, armor, and shields
Damage: 1d8 / 1d6 Unarmed or Improvising

SPECIAL FEATURES
Once per hour during battle, as a free action, you can give one ally direction, giving them Advantage on
their next attack roll.
Once per hour during battle you can choose to take damage that would otherwise be dealt to another
character.
Advantage on all CHA when dealing with other nobles.

LEVELING UP
Roll to see if attributes increase, roll twice for STR or WIS.
At Level 4, you can give directions to two allies instead of just one.
At Level 9, when you take damage meant for another character, you can also make a free attack on the
opponent who dealt the blow.
Sailor
Starting HP: d10 + 4
HP Per Level/Resting: 1d10
Weapons & Armor: One single-handed signature weapon (no swords), gambeson
Damage: 1d8 / 1d8 Unarmed or Improvising

SPECIAL FEATURES
During combat, you can spend a turn to test CHA to sing a demoralizing song. If successful, your
opponents lose their next turn.
During combat, you can spend a turn to test CHA to sing a rousing song. If successful, allies gain
advantage on their next attack rolls.
Roll with advantage when testing INT for all appraisal, navigation, boating, or sailing related tests.

LEVELING UP
Roll to see if attributes increase, roll twice for STR and CON.
At level 4, unless surprised, you always go first in combat regardless of your initiative roll.
At level 9, you can make two attacks per round.
Witch
Starting HP: 1d4 + 4
HP Per Level/Resting: 1d4
Weapons & Armor: Poisoned dagger
Damage: 1d4 / 1 Unarmed or Improvising

SPECIAL FEATURES
You can concoct Witch Potions (see list) equal to or less than your level. You start with a recipe book
containing 1d4+2 potion recipes.
Each potion, the recipe book, and your bag of ingredients takes up one Encumbrance slot each.
You can replace used potions in your recipe book when you have a few hours of downtime.
You start with a Usage Die of d12 worth of ingredients. Each time you make a potion, roll on the usage
die. You can replenish your ingredients by scavenging the wilderness for them, or by purchasing them
from merchants.
Roll with Advantage when testing INT or WIS to detect magic or avoid its effects.

LEVELING UP
Roll to see if attributes increase, roll twice for INT or WIS
Add a new recipe to your book each level.
Starting at Level 4, add two recipes to your recipe book per level.
At Level 9, each potion takes up only half an encumbrance slot instead of 1.
Once per level, test INT to learn to an unfamiliar language fluently.
Witch Potions
Level 1:

Healing Potion:thrown. Requires DEX check.

Water Purification Potion: A tiny vile of liquid. A small amount is enough to purify a gallon of
freshwater water (but it will not desalinate seawater).

Light Potion: Liquid in clear metal flask will glow for 1 hour after a drop from a smaller vile is added.

Invigorating Potion: Imbiber gains advantage on CON rolls for 1 hour.

Exploding Potion: Glass flask of volatile liquid explodes dealing 1d4 damage to a target when thrown.
Requires DEX check.

Sleep Gas: Flask full of vapor explodes and puts 2d6 hit dice worth of targets to sleep for 2d6 combat
moments when thrown. Requires DEX check.

Level 2:

Truth Serum: NPC Imbibers will have no choice but to answer questions truthfully. PCs can opt to tell
the truth, make a CON test to avoid telling the truth, or opt to take 2d4 damage instead of telling the
truth.

Bravery Potion: Imbiber will feel no fear for 1 hour.

Clarity Potion: Imbiber gains Advantage on all WIS tests for 1 hour.

Napalm Potion: This liquid, when lit ablaze, will burn for 10 minutes or 4d6 combat moments.
Key Goo: A gel stored in a squeezable tube will unlock any non-magical door it is squirted into.

Better Healing Potion: Restores 2d6 HP to imbiber.

Level 3:

Dark Vision Potion: Imbiber can see in the dark for 1 hour.

Healing Tonic: Heals imbiber of disease.

Muscle Potion: Imbiber gains advantage on STR rolls for one hour.

Deftness Potion: Imbiber gains advantage on DEX rolls for one hour.

Acid: Dissolves 3x3 feet of stone or metal

Bigger Explosion Potion: Glass flask of volatile liquid explodes dealing 2d4 damage to a target when
thrown. Requires DEX check.

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