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the black hack

whack classes

by
vance atkins
(leicestersramble.blogspot.com)

based on the black hack 2nd edition


by david black

Charlie Vecchione (Order #21138910)


eight classes for
david black's
the black hack 2nd edition
words by vance atkins
all artwork courtesy of the original artists

table of contents
alchemist
p. 2

bard
p.4

monk
p.5

ninja
p.6

plague doctor
p.7

ranger
p.8

tiefling
p.9

warlock
p.10

Charlie Vecchione (Order #21138910)


alchemist
starting stats
Starting Hit Points (HP): Roll 1d4+4
Starting Hit Die (HD): 1d6
Usable Weapons & Armour: One-handed
weapons, cloth, leather
Attack Damage: 1d6 or 1d3 if unarmed

d6 curiosities
1 Philosopher's stone (probably fake)
2 Yeast and a coil of copper tubing
3 Bag of gall and kidney stones
4 Leyden jar and a dead frog
Parchments covered in geometric
5
studies
Jeshields
6 Lump of ambergris
poison resistance
equipment Roll with Advantage on CON saves vs poisons
Every Alchemist begins with a selection of or paralysis.
mysterious reagents. Also choose to start the
game with either A or B:
avid reader
Decipher an unknown written language with
• A - Long leather coat & bandoleer of
an INT Attribute Check. At 7HD, an
vials (AV2), 2 daggers, 3d6 coins &
Alchemist may read and use magic scrolls
purse, astrology text
with an INT Attribute Check.
• B – Wool greatcoat with myriads of
pockets (AV1), rapier, 5d4 coins & gaining a new level
purse, pouch of “fools gold” Acquire and share a number of Experiences
equal to your current HD to advance a Level.
alchemy kit When you gain a Level:
An Alchemist carries reagents and vessels for
synthesizing potions. The Alchemist may cook • Roll a D20 once for each Attribute - if
up one or more potions equivalent to their you roll over, it goes up one point, and
HD per day (i.e. two 1st level potions or one 2nd make an extra roll for either
level potion at 2HD) with an INT Attribute Intelligence or Constitution.
Check + 10 coins x potion level worth of • Gain 1HD - Roll 1d6 - gain that many
reagents. See potion table, below. additional HP.

Charlie Vecchione (Order #21138910)


alchemist potions 5. Invisibility: Invisible to normal vision
6. Neutralize Poison: Negates 'lesser'
Potions (and other useful concoctions) with a poisons, make save vs 'greater' poisons
temporary effect last Ud6 minutes unless at Advantage
noted. 7. Poison, lesser: Victim must make a
1st Level: CON save or take 1d8 HP damage.
1. Animal Control: Control 1d4 animals May be dosed on a weapon or in food/
of fewer HD than user drink.
2. Healing: Heals 1d8 HP 4th Level:
3. Slipperiness: When spread on a 1. Choking Powder: Nearby opponents
surface, anyone crossing/climbing make a CON save or take 3d4 damage
must make a DEX save at 2. Cure Disease: Cure effects of any
Disadvantage or fall prone disease, including magically inflicted.
4. Smoke Bomb: Obscures Nearby 3. Giant Strength: Temporary 19 STR,
opponents' vision for one turn Advantage on damage rolls
5. Sneezing Dust: Nearby opponents 4. Extra Healing: Heals 3d8 HP.
make a CON save or sneeze 5. Invulnerability: Advantage on all
uncontrollably for Ud4 turns saving throws, opponents attack at
(Disadvantage on all actions) Disadvantage.
2nd Level: 6. Undead Control: Control 1d4 undead
1. Diminution: Shrink to 6 to 12 inches of fewer HD than user.
2. Growth: Grow to 3d8 feet tall. 5th Level:
3. Heroism: Advantage on attack and 1. Gaseous Form: User's body (but not
damage rolls. worn clothing or equipment) becomes
4. Levitation: Float above floor or surface, gaseous, allowing passage through
may 'steer' by pushing off objects small spaces.
5. Sleep Powder: Nearby opponents 2. Poison, greater: Victim must make a
equal to the Alchemist's HD make a CON save or take 3d8 HP damage.
CON save or fall asleep for Ud4 turns May be dosed on a weapon or in food/
6. Spider Climb: Climb a sheer surface at drink.
Advantage 3. Treasure Finding: User may detect
7. Water Breathing: Breathe underwater significant treasure up to Faraway
as normal distance.
3rd Level: 6th Level:
1. Clairaudience: User may make any 1. Dragon Control: Control one dragon of
hearing test at Advantage. Can not be up to user's HD.
surprised. 2. Ethereality: User (including worn
2. Clairvoyance: User may see through a clothing or equipment) becomes
solid surface to Nearby distance incorporeal, and may pass through
3. Fire Resistance: Immune to normal solid objects.
fire, Advantage on saves vs magical fire
attacks
4. Flying: Fly at up to running pace

Charlie Vecchione (Order #21138910)


bard
starting stats
Starting Hit Points (HP): Roll 1d6+2
Starting Hit Die (HD): 1d6
Usable Weapons & Armour: One-handed
weapons, staff, cloth, leather
Attack Damage: 1d6 or 1d4 if unarmed

d6 instrument
1 Lute https://www.deviantart.com/xinclord
2 Bagpipe
musical
3 Pan flute performance
4 Lyre Through instrumental and/or vocal
5 Hurdy-gurdy performance, a Bard may support allies or
affect opponents by the following means with
6 Kazoo a successful Charisma Attribute Test:
• Inspiration: Nearby allies gain
equipment Advantage on Attribute Tests.
Every Bard begins with a fabulous hat. Also • Charm: One opponent falls under the
choose to start the game with either A or B: Bard's influence consistent with the
spell
• A – Velvet frock coat (AV1), rapier, 4d4 • Bane: 1d6 Nearby opponents take
coins & purse, pages to an unfinished Disadvantage on Attribute Tests.
musical The effect lasts as long as the Bard is
• B – Rebellious black leather jacket performing, and they may not take any other
(AV2), wicked stiletto, 5d4 coins & actions. Being attacked by any means ends a
purse, packet of love letters performance.

strength of gaining a new level


personality Acquire and share a number of Experiences
Roll with Advantage on INT saves vs charm, equal to your current HD to advance a Level.
fear, or other mind-control effects. When you gain a Level:
• Roll a D20 once for each Attribute - if
loremaster you roll over, it goes up one point, and
Know a useful bit of information about the make an extra roll for Intelligence or
current location, situation, or puzzle with a Charisma.
successful Intelligence Attribute Test. • Gain 1HD - Roll 1d6 - gain that many
additional HP.

Charlie Vecchione (Order #21138910)


monk martial arts
Through strict physical training, a Monk adds
starting stats their HD to any unarmed attack damage
Starting Hit Points (HP): Roll 1d6+2 (1d4+HD).
Starting Hit Die (HD): 1d4 Every three HD, a Monk may make an extra
Usable Weapons & Armour: Any and all unarmed attack per round (e.g. 2 attacks at
weapons, cloth only 4HD, etc.).
Attack Damage: See “Martial Arts” Beginning at 2HD, a monk adds ½ their HD to
weapon attack damage (e.g. 1d6+2 at 4HD,
d6 martial school etc.)
1 Way of the Thrice-Coiled Serpent mental discipline
2 Flying Palm Monastery A Monk may choose one of the following
3 Path of the Womping Willow “secret skills” taught by their master:
• Advantage on INT Attribute Tests vs
4 Temple of the Kicking Mule
charms or other mind-control effects
5 Mysteries of the Amorous Dragons
• Advantage on healing HD rolls during
6 Knife-Fighting-Monkey Style Resting
• Perform Roguish Talents equivalent to
equipment a Thief
Every Monk begins with an alms bowl. Also • Advantage on WIS Attribute Tests vs
choose to start the game with either A or B: surprise or searching/listening

• A – Heavy linen gi and belt of rank • Advantage on CON Attribute Tests vs


(AV1), nunchucks, 4d4 coins & purse, heat or cold damage
prayer beads • On an Attack roll of 1 or 2, the Monk
• B – Silken robes and breeches (AV1), has a 25% chance to instantly kill an
staff carved with koans, 3d6 coins & opponent of fewer HD.
purse, calligraphy set
gaining a new level
monastic fortitude Acquire and share a number of Experiences
Roll with Advantage on CON Attribute Tests equal to your current HD to advance a Level.
vs paralysis and poisons. When you gain a Level:

cat-like reflexes • Roll a D20 once for each Attribute - if


you roll over, it goes up one point, and
A Monk rolls DEX Attribute Tests at
make an extra roll for Constitution or
Advantage. If a Monk fails a DEX Attribute
Dexterity.
Test to prevent a fall, any damage is still
• Gain 1HD - Roll 1d4 - gain that many
rolled at Disadvantage, incurring the lesser
additional HP.
damage of the two rolls.

Charlie Vecchione (Order #21138910)


ninja
starting stats
Starting Hit Points (HP): Roll 1d6+2
Starting Hit Die (HD): 1d6
Usable Weapons & Armour: One-handed
weapons, bows, cloth, leather
Attack Damage: 1d6 or 1d4 if unarmed

d6 sneaky shit
1 Smoke bombs (Ud6) (see Alchemist)
2 Silken knotted rope and grapple
3 Bag of caltrops (Ud6)
4 Sleep powder (Ud4) (see Alchemist)
Breathing tube and turtle shell with
5
chinstrap
https://www.deviantart.com/zipdraw
6 Disguise kit
artful dodger
equipment Roll with Advantage on the first defending roll
of any combat.
Every Ninja begins with a set of black
pajamas (AV1). Also choose to start the game killing blow
with either A or B:
The Ninja may Sneak Attack like a Thief. A
• A – Amigasa straw hat (+1 Armour Ninja has a 50% chance of instantly killing a
Die), ninjato sword, 2d8 coins & purse, Creature of the same HD, adjusted +/- 5% per
jar of 'strict secret medicine' HD below/above the Ninja's HD.
• B – Two Kunai (daggers), throwing
stars (Ud6), 3d6 coins & purse, book of gaining a new level
haiku Acquire and share a number of Experiences
equal to your current HD to advance a Level.
creeping around When you gain a Level:
Roll Attribute Tests with Advantage when
• Roll a D20 once for each Attribute - if
performing the following actions:
you roll over, it goes up one point, and
• Climbing make an extra roll for Dexterity or
• Listening and eavesdropping Strength.
• Moving silently and unseen • Gain 1HD - Roll 1d6 - gain that many
additional HP.

Charlie Vecchione (Order #21138910)


plague doctor
starting stats
Starting Hit Points (HP): Roll 1d6+2
Starting Hit Die (HD): 1d6
Usable Weapons & Armour: One-handed
weapons, staffs, cloth, leather
Attack Damage: 1d6 or 1d4 if unarmed

d6 medical supplies
1 Jar of leeches
2 Odorous poultice
3 Flask of mercury
4 “Healing” crystals

Census of the dead from the last


5
town you “treated”
www.deviantart.com/dik-len-vay
6 Pet raven
disease resistance
Roll with Advantage on CON saves vs
equipment diseases or airborne miasmas.
Every Plague Doctor begins with a leather
‘Raven’ mask with the beak filled with aromatic killing rats in the
herbs. Also choose to start the game with
either A or B: dark
Roll to-hit and damage with Advantage when
• A - Long leather coat (AV2), short
fighting vermin (rats, bugs, etc.). Roll Panic!
sword/rapier, 2d8 coins and purse,
tests with Advantage.
stick with caduceus on the end
• B - Hooded waxed cotton cloak (AV1), gaining a new level
staff, 3d8 coins, glass vials filled with Acquire and share a number of Experiences
‘specimens' equal to your current HD to advance a Level.
When you gain a Level:
healing kit
A Plague Doctor also carries a small Black Bag • Roll a D20 once for each Attribute - if
you roll over, it goes up one point, and
with a variety of bandages and snake oils
make an extra roll for either
(Ud6). Heals 1d4 HP, or use with an INT
Constitution or Intelligence.
Attribute Check to cure a disease. Roll usage
die after each treatment. • Gain 1HD - Roll 1d6 - gain that many
additional HP.

Charlie Vecchione (Order #21138910)


ranger
starting stats
Starting Hit Points (HP): Roll 1d6+6
Starting Hit Die (HD): 1d8
Usable Weapons & Armour: One-handed
weapons, bows, cloth, leather, chain, shield
Attack Damage: 1d6 or 1d4 if unarmed

d6 outdoor gear
1 Animal trap
2 Tent and groundcloth

3 Fishing hooks and line


4 100 ft rope and a dozen spikes
5 Snowshoes www.deviantart.com/kieronogorman

6 Ghillie suit favored enemy


If the Ranger slays three of an enemy or beast
equipment within their current HD of Experience, that foe
becomes a favored enemy, and the Ranger
Every Ranger begins with a sweet hunting gains Advantage on attack and defense rolls.
bow (Ud8 arrows). Also choose to start the Successful attacks do double damage.
game with either A or B:
• A – Patched leather coat (AV2), small always prepared
shield (+1 Armour die), longsword, 3d6 If the party is in need of a Common/cheap
coins & purse, hide of a rare beast item during the adventure, the Ranger will
• B – Chain shirt (AV3), two hand/ just happen to have one in their pack with a
throwing axes, 2d6 coins & purse, successful WIS Attribute Test.
signet ring of a lost empire
gaining a new level
stealthy hunter Acquire and share a number of Experiences
Roll Attribute Tests with Advantage when equal to your current HD to advance a Level.
performing the following actions: When you gain a Level:
• Tracking prey or a foe • Roll a D20 once for each Attribute - if
• Climbing you roll over, it goes up one point, and
• Moving silently and unseen make an extra roll for one Attribute of
• Avoiding surprise or ambush your choice.
• Gain 1HD - Roll 1d8 - gain that many
additional HP.

Charlie Vecchione (Order #21138910)


tiefling
starting stats
Starting Hit Points (HP): Roll 1d6+2
Starting Hit Die (HD): 1d6
Usable Weapons & Armour: All weapons,
cloth, leather.
Attack Damage: 1d6 or 1d4 if unarmed

d6 infernal mark
1 Horns
2 Cat eyes
3 Barbed tail
4 Cloven hooves
www.deviantart.com/kieronogorman
5 Red skin
6 Pick two demonic gift
The Tiefling may cast the following spells up
to their HD times per day with a successful
equipment Charisma Attribute Test :
Every Tiefling begins with a bag of chalk and
several black candles. Also choose to start the • Charm
game with either A or B: • Darkness
• Detect Magic
• A – Dragon-hide vest (AV2), wicked • Read Languages/Magic
scimitar, 2d6 coins & purse, lump of
sulphur demonic curse
• B – Elaborately embroidered waistcoat
Roll with Disadvantage on CHA Attribute
and studded cloak (AV2), pitchfork,
Tests for NPC reactions and parlay.
3d6 coins & purse, onyx puzzle box
that whispers demonically gaining a new level
hellish heritage Acquire and share a number of Experiences
equal to your current HD to advance a Level.
Roll with Advantage on CON saves vs fire- When you gain a Level:
based damage. A Tiefling may produce flame
once per day per HD. At 3HD, a Tiefling may • Roll a D20 once for each Attribute - if
cast a small (1d4 damage per HD) fireball you roll over, it goes up one point, and
once per day. make an extra roll for Constitution or
Charisma.
• Gain 1HD - Roll 1d6 - gain that many
additional HP.

Charlie Vecchione (Order #21138910)


warlock
starting stats
Starting Hit Points (HP): Roll 1d4+1
Starting Hit Die (HD): 1d4
Usable Weapons & Armour: One-handed
sword, staff, dagger, cloth
Attack Damage: 1d4 or 1 if unarmed

d6 arcane patron
1 The Raven God source unknown, found on interwebs

2 Dark Sarah cantrips


The Warlock may cast from the following
3 The Tentacled Leviathan
cantrips up to their HD times per day with a
4 The Hive Queen successful Attribute Test (choose Intelligence
or Charisma):
5 Grundrig, Mother of the Lost Twins
• Candle: A weak light illuminates to
6 The Spiked Master/Mistress Close range (Ud6 minutes)
• Dart: 1d3 damage to a Close or Nearby
equipment target
• Fix: Assist a Close ally to re-roll a failed
Every Warlock begins with a bag of divining
Broken Armor die or to repair one
bones. Also choose to start the game with
small item.
either A or B:
• Hand: Lift an item of up to one
• A – Cloak with fabulous collar (AV1), Encumbrance for either Ud6 minutes or
staff topped with a skull, 2d8 coins & up to Faraway distance
purse, odd pulsing amulet • Lock: Secure a door for Ud6 minutes
• B – Form-fitting catsuit and chrome such that any Attribute Test to open it
skullcap (AV1), wavy-bladed dagger, is at Disadvantage
5d4 coins & purse, pet boa constrictor
gaining a new level
tacit casting Acquire and share a number of Experiences
Beginning at 2HD, they may call any spell of equal to your current HD to advance a Level.
up to one level below their HD from the Void When you gain a Level:
with a successful Attribute Test (choose
• Roll a D20 once for each Attribute - if
Intelligence or Charisma). Once the effects of
you roll over, it goes up one point, and
the spell have been resolved, the Warlock
make an extra roll for Intelligence or
should make an Attribute Test – adding the
Charisma.
spell's level to the roll. They may call
• Gain 1HD - Roll 1d4 - gain that many
additional spells until failing the roll.
additional HP.

10

Charlie Vecchione (Order #21138910)


DESIGNATION OF PRODUCT IDENTITY create Derivative Material of Open Game Content. (h)
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Charlie Vecchione (Order #21138910)


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from the Contributor to do so. THE BLACK HACK, Copyright 2016, Gold Piece
Publications; Authors: David Black.
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comply with any of the terms of this License with THE BLACK HACK SECOND EDITION, Copyright
2018, Gold Piece Publications; Authors: David Black.

Charlie Vecchione (Order #21138910)

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