The Arcanist & The Priest (Lazaro Heresies)

The following classes are for The Lazaro Heresiesmy house-ruled version of The Black Hack. Feel free to pilfer for your own use.

Arcanist

Starting HP: d4 + 4
HP Per Level/Resting: 1d4
Weapons & Armor: 1-handed blades, staffs, and armor up to Gambesons.
Attack Damage: 1d6 / 1d4 Unarmed or Improvising

  • Spellcasting: Arcanists begin with a Libram of 1d4+2 spells of either 1st or 2nd level.
    They have a pool of Mana points equal to 3 + Level. Arcanists cast with their INT stat.
  • All arcanists roll with Advantage when resisting the effects of spells or magical traps.

Arcanist Paths

The Wizard

  • The Wizard chooses one of its starting 1st level spells to be a Cantrip. This means the spell may be cast even when the Wizard is out of Mana. They must still roll a check to see whether or not the spell is successfully cast.
    • Wizards also know Prestidigitation. This is simple “beginner’s magic” that allows them to create minor illusions (like a color spray), alter the smell or taste of food or drink, lift or animate up to 1 lb
    of mass, make a minor audible noise, so on and so forth.
  • At Level Up: Roll twice for INT and either WIS or CHA, taking the best result.

 The Necromancer (inspired by Jason Owen Black’s version — uses his spell list!)

  • Undead Servant: The Necromancer has an Undead servant, such as a skeleton or zombie. It begins as a 1 HD creature. It levels alongside the Necromancer, to a maximum of 5th As it grows in level, it becomes more intelligent and capable of speech and assisting on more complex tasks. All Servant actions are rolled using the Necromancer’s INT score.
  • Rebuke Undead: The Necromancer may rebuke the undead, which works much like the Cleric’s Banishing ability, using WIS to check (reduced by the creature’s HD.) Instead of forcing them to flee, however, the undead merely cease their actions and become apathetic towards the Necromancer and their allies.
  • At Level Up: Roll twice for INT and WIS, taking the best result.

 The Sorcerer (inspired by The Eight of Wands

  • The Sorcerer practices strange ritualistic Tattoo Magic, turning their body into a living Libram of spells. Because of this, they’re not required to keep a physical Libram or hold it in hand while casting (because, ya know, they are the Libram.) This also means other casters have been known to hunt and kill sorcerers to skin them for their spells.
  • The Sorcerer begins with only 1d4 spells of 1st level off any spell list. As they level, they may tattoo new spells of level equal to their character level. Upon learning the spell, the Sorcerer must roll on the Spell Mutations table to see how their usurped magic morphs.
  • At Level Up: Roll twice for INT, taking the best result. Acquire 1 new spell tattoo.Note: The “Spell Mutations” uses the Spell Heritage table from The Eight of Wands. I revised roll #4 to read “Acquire Cronenberg-esque body mutation.”

 

Priest

Starting HP: d6 + 4
HP Per Level/Resting: 1d6
Weapons & Armor: Determined by their Path
Attack Damage: 1d6 / 1d4 Unarmed or Improvising

 

  • Spellcasting: Priests begin with a Libram of 1d4 spells of either 1st or 2nd They have a pool of Mana points equal to 1 + Level. Priests cast with their WIS stat.
  • Patronage: Regardless of path, all Priests obtain their magic through faith and devotion to a higher being or power. Once per adventure, a Priest may meditate or pray to said power, allowing the player to ask the GM a simple question that results in either a Yes, No, or Maybe answer.

Priest Paths

The Cleric
The Cleric can use any bludgeoning weapons, all armor and shields.

  • Banish Undead: The Cleric may take an action to banish nearby undead. They must have a holy symbol on hand, and must succeed a WIS check (minus the HD Level of the group of creatures.)
  • The Cleric has Advantage on CON checks to resist poison and disease.
  • At Level Up: Roll twice for WIS and CON, taking the best result.

The Druid (mashed up from The Class Hack -and-  A Hack of Class.)
The Druid can wield Clubs, Daggers, Hand Axes, Slings, Sickles, Staffs, and wear Gambeson or Leather.

  • In a natural environment, rolls with Advantage when tracking, moving silently, navigating, finding food, or calming/communicating with wild animals.
  • The Druid can spend an action to shift into a wild animal. Small animals deal 1d4 damage and have advantage on DEX tests to dodge physical harm. Large predators deal 1d8 damage and have an AC 6. They can maintain the shape of a wild animal for 1 hour and must have a full rest before they may shift again.
  • At Level Up: Roll twice for WIS and either CON or CHA, taking the best result.

The Infernalist
The Infernalist can use 1-handed blades, darts, staffs, and up to Leather armor.

  • The Infernalist is a dark mirror of The Cleric – they may learn the opposite version of certain spells (for instance: Cure Light Wounds becomes Cause Light Wounds). Likewise, instead of Banishing the undead, they are capable of rebuking and do so at Disadvantage on their WIS
  • The Infernalist also has a 1 HD Imp Familiar. It levels alongside the Infernalist (maximum 5 HD). The Imp can cast the same spells as the Infernalist (and shares Mana with them). The Infernalist may forfeit a move action to command the Imp (all rolls are tested with Infernalist’s WIS)
  • At Level Up: Roll twice for WIS and CHA

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