The Warrior & The Specialist (Lazaro Heresies)

Continuing today with my custom classes for The Lazaro Heresies, my house ruled version of The Black Hack.  Here will we be looking at the more “martial” classes and paths — Warriors and Specialists. 

Warrior

Starting HP: d8 + 4
HP Per Level/Resting: 1d8
Weapons & Armor: Any and All
Attack Damage: 1d8 / 1d6 Unarmed or Improvising

Stamina Die: All warriors have a “stamina” die of 1d8 that they may use once per Hour. Any warrior can use it to recover HP while in battle any time after they take their first hit.
• 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.

Warrior Paths

The Fighter
• The Fighter may use their Stamina die to add to an Attack roll. If it succeeds, the bonus is applied to damage as well.
• At every even character level, a Fighter may make an additional melee attack as part of their action.
• At Level Up: Roll twice for STR and DEX, taking the best result.

The Ranger
• The Ranger has a Favored Environment – choose a keyword like Urban, Forest, Desert, Mountains etc. Any rolls to navigate, track, search for clues, survive, or being aware of surroundings is at Advantage.
• The Ranger also has a Favored Foe. Choose a monster type or faction (like “Green Skins” or “Dragons” or “Criminals” etc). When facing these foes, The Ranger’s damage dice are 1d10/1d8 for unarmed.
• At Level Up: Roll twice for STR and either WIS or INT, taking the best result.

The Oathbound
• The Oathbound must choose a faith or ideal that they are sworn to uphold. Any actions to uphold their oath, or fight direct enemies of it, are at Advantage for the Oathbound.
• The Oathbound may use their Stamina die to inspire others aiding their cause – nearby allies can either heal for 1d8 hit points, OR use the roll result as a bonus to their next defensive action.
• At Level Up: Roll twice for STR and either WIS or CHA, taking the best result. If they achieved a goal related to their oath, they may gain a Cleric spell (equal to level or lower) that can be used 1 / day.

The Berserker (inspired by David Black’s Blogpost)
• The Berserker may only wear up to Leather, but has a d10 hit die.
• The Berserker can use their Stamina die to Frenzy. Roll 1d8 – the result is the total number of damage dice that you can distribute among any nearby opponents. The Berserker must then make a single attack roll versus all opponents. Any missed attacks in a frenzy instead deal the damage dice to a nearby ally (at random).
• At Level Up: Check for stat raises (STR and CON roll twice and take the best.)


 

Specialist

(Totally a nod to LoTFP)

Starting HP: d6 + 4
HP Per Level/Resting: 1d6
Weapons & Armor: Any blunt weapons, one-handed edged weapons, any ranged weapon, and up to Leather Armor.
Attack Damage: 1d6 / 1d4 Unarmed or Improvising

• All Specialists roll with Advantage when climbing, listening, moving silently, and understanding languages.
• All Specialists roll with Advantage on DEX checks to avoid taking damage from traps or magical effects.

Specialist Paths

The Rogue
• The Rogue has Advantage on any checks related to picking
locks, disarming traps, pickpocketing or doing sleight of hand.
• The Rogue has Advantage on any sneak attacks dealt from behind an opponent, dealing 2d6/2d4 + Level damage.
• At Level Up: Roll twice for DEX or INT, taking the best result.

The Skald
• The Skald can read magic, and use any magical item. They can cast spells from scrolls or books, at a level no higher than their character level. They make a spellcasting check using either INT or WIS (dependent on the type of spell). If the check fails, the spell still casts but the scroll/book page is instantly incinerated.
• The Skald has Advantage on any CHA check to perform, inspire, seduce, or bluff. This also goes towards resisting Charm effects.
• At Level Up: Roll twice for DEX and either INT, WIS or CHA, taking the best result.

The Monk
• The Monk knows Martial Arts. Their unarmed attacks are at a d6, and are treated like two-handed weapons with finesse. If wearing no armor, they receive an Armor Bonus equal to their level. Lastly, they may use their WIS score to defend against melee attacks.
• At every odd level (after the 1st), the monk may make an additional melee attack as part of their action.
• At Level Up: Roll twice for DEX and WIS, taking the best result.

The Assassin (inspired by “The Poisoner” from Eight of Wands).
• Assassins have Advantage on rolls to disguise themselves, hide among crowds, and impersonate authority roles.
• Assassins may use Poison. They can use a poisoner’s kit to create a tincture, oil or powder that has a condition applied to it (such as paralyzed, weakened, ongoing damage etc). Each creation is a single dosage that lasts 1d4 moments. To create and apply is an INT check.
• At Level Up: Roll twice for DEX and INT, taking the best result.

 

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