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THE NO CLASS HACK

version 1.0
developed by A supplement for use with
Kevin Chenevert, THE BLACK HACK,
Red Kobold Games by David Black

NO CLASS HACK presents modular rules options, primarily


specific ability enhancements called Edges to replace Classes.
Additional modules for:

Classic Fantasy Races


Light Levels & Vision
Armaments
Edges for Character Advancement
with Optional Drawbacks
Spell Casting as Usage Die
Effects for Depleted Spell Casting Usage Die
including Corruption
Followers
and Uncommon Fantasy Races
This is not a stand-alone product and requires the use of THE
BLACK HACK or variants. Please support David Black and
purchase THE BLACK HACK if you do not already own a copy.

1
WHAT’S THIS?
The No Class Hack is a supplement for use with THE BLACK HACK
(TBH), by David Black and its variants to replace broader Classes
with specific abilities and enhancements called Edges. The beauty
of TBH is its succinct nature and modular adaptability. You can
easily remove or add portions to customize the game to fit your
playing style, new ideas, or desires of the players. This is my
attempt to maintain that spirit and provide you with something
that, at a minimum, is useful and, at best, inspirational for you to
create your own adaptations for THE BLACK HACK or get others
excited about playing Tabletop Roleplaying Games. Enjoy.

CHARACTER CREATION
Roll up your character as per TBH but do not CHOOSE A CLASS.
TBH does not include rules for races therefore these are optional
and may only be implemented with the approval of the GM. If the
GM does not allow Races, use No Race.

CLASSIC FANTASY RACES 2


NO RACE
Starting HP: d6 + 4
HP Per Level/Resting: 1d6
Weapons: Simple Weapons
Armor: Light Armor & Small Shield
Attack Damage: 1d6 / 1d4 Unarmed or Improvising

SPECIAL FEATURES
Edges: Select 3 Edges at 1st Level

LEVELING UP
Attributes: Roll to see if attributes increase, roll twice for any two
attributes of your choice.
HD/HP Per Level: 1d6
Edges: Select an Edge at every new Level.

STARTING GEAR
One set of clothes and boots. Sack containing bedroll, 10’ of twine,
& rations (d6). Water skin (d6). Pouch with 2d6x10 coins. Choose
Club or Dagger.

CLASSIC FANTASY RACES 3


DWARF
Starting HP: d8 + 4
HP Per Level/Resting: 1d8
Weapons: Simple Weapons, Battle Axes*, & Warhammers*
Armor: Light Armor & Small Shield
Attack Damage: 1d8 / 1d6 Unarmed or Improvising

SPECIAL FEATURES
Low Light Vision – In darkness you have Disadvantage on attacks
& tests beyond Nearby (over 60’).
Under Sense – You receive Advantage on INT and WIS tests to
determine direction and depth underground as well as to identify
natural or dangerous subterranean structures.
Pack Mule – You are not encumbered unless carrying more than
1.5 times your STR.
Edges: Select 1 Edge at 1st Level.

LEVELING UP
Attributes: Roll to see if attributes increase, roll twice for CON
and one other attribute of your choice.
HD/HP Per Level: 1d8
Edges: Select an Edge at every new Level.

STARTING GEAR
One set of clothes, boots, and a hat. Sack containing a leather work
apron, a dozen iron nails and a small hammer, & rations (d6).
Water skin (d6). Pouch with 2d6x10 coins. Choose Hand Axe &
Small Shield or War Hammer*.

*
Heavy Weapon

CLASSIC FANTASY RACES 4


ELF
Starting HP: d6 + 4
HP Per Level/Resting: 1d6
Weapons: Simple Weapons & Bows
Armor: Light Armor & Small Shield
Attack Damage: 1d6 / 1d4 Unarmed or Improvising

SPECIAL FEATURES
Low Light Vision – In darkness you have Disadvantage on attacks
& tests beyond Nearby (over 60’).
Sylvan Step – You have Advantage on tests to track, hide and move
stealthily in sylvan environments.
Elven Accuracy – You can add your level to the damage of a single,
successful, ranged attack once per turn.
Edges: Select 1 Edge at 1st Level.

LEVELING UP
Attributes: Roll to see if attributes increase, roll twice for INT
and one other attribute of your choice.
HD/HP Per Level: 1d6
Edges: Select an Edge at every new Level.

STARTING GEAR
One set of clothes, boots, and a cloak. Sack containing three
crystals, a wax wrapped honeycomb, & rations (d4). Wine skin (d4).
Pouch with 2d6x10 coins. Dagger and choose Short Bow with
Arrows (d8) or Short Sword.

CLASSIC FANTASY RACES 5


GNOME
Starting HP: d6 + 4
HP Per Level/Resting: 1d6
Weapons: Simple Weapons & Light Crossbows
Armor: Light Armor & Small Shield
Attack Damage: 1d6 / 1d4 Unarmed or Improvising

SPECIAL FEATURES
Day Vision – In darkness you have Disadvantage on attacks &
tests beyond Close (over 5’).
Fey Blood – You may substitute CHA for spell casting and have
Advantage on all tests against Sleep & Charm spells.
Tinker – Gnomes receive Advantage to detect, operate and disarm
mundane mechanisms like locks and traps as well as those that also
employ magic such as automata and clockwork devices.
Small Stature – You cannot use Heavy Weapons
Edges: Select 1 Edge at 1st Level.

LEVELING UP
Attributes: Roll to see if attributes increase, roll twice for CHA
and one other attribute of your choice.
HD/HP Per Level: 1d6
Edges: Select an Edge at every new Level.

STARTING GEAR
One set of clothes, boots, and a cloak. Sack containing a music box,
small hand tools, & rations (d6). Wine skin (d6). Pouch with 2d6x10
coins. Dagger and Spear.

CLASSIC FANTASY RACES 6


HALFLING
Starting HP: d6 + 4
HP Per Level/Resting: 1d6
Weapons: Simple Weapons & Slings
Armor: Light Armor & Small Shield
Attack Damage: 1d6 / 1d4 Unarmed or Improvising

SPECIAL FEATURES
Day Vision – In darkness you have Disadvantage on attacks &
tests beyond Close (over 5’).
Sneaky – You have Advantage to hide & move stealthily.
Durable – When reduced to 0 Hit Points, roll twice on the Out of
Action table taking the better result.
Small Stature – You cannot use Heavy Weapons
Edges: Select 1 Edge at 1st Level.

LEVELING UP
Attributes: Roll to see if attributes increase, roll twice for DEX
and one other attribute of your choice.
HD/HP Per Level: 1d6
Edges: Select an Edge at every new Level.

STARTING GEAR
One set of clothes, boots, and a cloak. Sack containing a clay pipe,
pouch of tobacco (d4), pocket handkerchief, & rations (d4). Water
bottle (d4). Pouch with 2d6x10 coins. Staff, Dagger and egg sized
Throwing Stones (d6) (as Improvised).

CLASSIC FANTASY RACES 7


HUMAN
Starting HP: d8 + 4
HP Per Level/Resting: 1d8
Weapons: Simple Weapons & Crossbows
Armor: Light Armor & Small Shield
Attack Damage: 1d8 / 1d6 Unarmed or Improvising

SPECIAL FEATURES
Day Vision – In darkness you have Disadvantage on attacks &
tests beyond Close (over 5’).
Edges: Select 3 Edges at 1st Level.

LEVELING UP
Attributes: Roll to see if attributes increase, roll twice for any two
attributes of your choice.
HD/HP Per Level: 1d8
Edges: Select an Edge at every new Level.

STARTING GEAR
One set of clothes, boots, and a cloak. Sack containing a pair of
dice, a dozen glass beads, & rations (d6). Water Skin (d6). Pouch
with 2d6x10 coins. Dagger, Sword & Spear.

CLASSIC FANTASY RACES 8


ORC
Starting HP: d8 + 4
HP Per Level/Resting: 1d8
Weapons: Simple Weapons, Great Swords* & Battle Axes*
Armor: Light Armor & Small Shield
Attack Damage: 1d8 / 1d6 Unarmed or Improvising

SPECIAL FEATURES
Low Light Vision – In darkness you have Disadvantage on attacks
& tests beyond Nearby (over 60’).
Orc Savagery – You may add your level to the damage of a single,
successful, melee attack, once per turn.
Edges: Select 1 Edge at 1st Level.

LEVELING UP
Attributes: Roll to see if attributes increase, roll twice for STR
and one other attribute of your choice.
HD/HP Per Level: 1d8
Edges: Select an Edge at every new Level.

STARTING GEAR
Gambeson, belt, & boots. Sack containing a shard of obsidian, a
whetstone, & rations (d6). Water skin (d6). Pouch with 2d6x10
coins. Dagger and Greatsword* or Battle Axe*.

*
Heavy Weapon

CLASSIC FANTASY RACES 9


ADVANTAGE & DISADVANTAGE
A GM may decide that an action has a higher or lower chance of success
or an effect may be more or less potent. Instead of one die, the player
will roll two dice. Attribute Tests use a d20. Weapons and spells may
use 0ther dice for damage or duration.
ADVANTAGE – Of the two dice, take the most beneficial result.
DISADVANTAGE – Of the two dice, take the least beneficial result.

LIGHT LEVELS & VISION


Dark Vision – Only races and creatures with Dark Vision can see in
complete, utter darkness with no hindrance. Those with Dark Vision
have Disadvantage on tests and attacks involving sight, done in daylight
(or similar levels), that are further away than Close (over 5’).
Day Vision – Races like humans that are diurnal see in daylight but
suffer Disadvantage in darkness for any test involving sight that is
further away than Close (over 5’).
Low Light Vision – You can see in normal daylight and in dim lit
conditions like starlight with no hindrance.
In darkness, however, you suffer Disadvantage for any test involving
sight that is further way than Nearby (over 60’).

VISION & ARMAMENTS 10


ARMAMENTS*
Armor Proficiency – When using an armor they are not proficient
with, characters add their total Armor Points (despite how many have
been used) to all Attribute Tests (any with a d20).
Weapon Proficiency – When using a weapon they are not proficient
with, characters make Attacks with Disadvantage.
Simple Weapons – All races are proficient with simple, one handed
weapons such as daggers, staves, spears, axes, swords, & hammers.
Heavy Weapons – Larger (often two handed) weapons like Great
Swords and Battle Axes are more deadly. Add +2 to any dice rolled with
them. They deal additional damage but are harder to hit with.
Light Armor** – All races are proficient with light armors like
Gambeson, Leather armor, and Small Shields.
Heavy Armor*** – Chain mail, Plate & Mail, and Large Shields provide
more protection but may inhibit some actions.
Acquired Weapon Proficiency – After using an unfamiliar weapon
regularly for an entire level, a GM may allow a character to become
proficient with that single specific weapon type.
*
Proficiency with a weapon or armor type does not eliminate possible
conflicts with spell casting and other abilities. See Edge descriptions.
**
Arcane Spell Casting Usage Die Tests are made with Disadvantage
when wearing Light Armor.
***
Divine Spell Casting Usage Die Tests are made with Disadvantage
when wearing Heavy Armor

RANGED WEAPONS
Short Bow & Sling attacks at Close & Far Away are at Disadvantage.
Long Bows are Heavy Weapons and attacks at Close & Far Away are at
Disadvantage. Attacks at Far Away are normal if you forgo your Move.
Light Crossbow attacks at Close and Far Away are at Disadvantage but
ignore the target’s first 2 AP (of armor, hide, shield spell, etc.) You must
forgo your Move to reload a Light Crossbow.
Heavy Crossbows are Heavy Weapons and attacks at Close & Far Away
are at Disadvantage but cause ignore the target’s first 4 AP (armor, hide,
shield spells). You must forgo your Move to reload a Heavy Crossbow.
Hand Thrown weapons like axes, daggers, spears, and hammers can be
thrown at Close opponents without Disadvantage. Attacks with Hand
Thrown weapons at Far Away targets are made at Disadvantage.

VISION & ARMAMENTS 11


EDGES
Edges describe a focused skill or special ability. Edges can affect
Hit Dice, Weapon Proficiencies, and Attack Damage or introduce
new abilities. For ease of searching, they are organized into Ability,
Combat, Racial, and Spell Casting Edges.

RETAKING EDGES
Unless noted otherwise in the Edge’s description, it can only be
selected once. Other Edges, followed by “X” such as “Multiattack X”,
can be taken up to five times. On the character sheet replace the “X”
with the number of times that Edge has been taken such as
“Multiattack 5”, “Brawler 2”, “Sorcery 3” etc.

RACIAL EDGES
There are some Edges which and are only available to the race
indicated and will be noted accordingly.

CUSTOM EDGES
GMs and Players can work together to create their own Edges using
the following are guidelines.

• Give the new Edge a one or two word descriptor.


• Describe the Edge in only one sentence.
• Limit enhancement to one shift of a Usage Die or provide
Advantage on a few related actions.
• Consider further limiting the Edge to once per day or week
or by requiring some narrowly defined trigger condition or
prerequisite but do not create a “tree” of prerequisites.
• Use the existing Edges as a guide.

EDGES 12
QUICKSTART “ARCHETYPE” EDGES
One of the best features of TBH is swift character generation.
Following are Edges which are archetypical abilities that the GM may
request players choose from to facilitate quick character creation.

EDGES – QUICKSTART LIST


Ambush – If you successfully attack a surprised, unprepared, or
unaware target, you do Critical Damage + your level.
Armaments – You are proficient with Heavy Armors & Heavy Weapons.
Burglar – You have Advantage on tests related to delicate tasks like
climbing, picking locks, hearing sounds, & disarming traps when not
wearing Heavy Armor.
Brawler X – Each time you take this Edge, increase your Unarmed &
Improvised Damage die one step to 1d12 maximum.
Brute X – Each time you take this Edge, increasing your Hit Die one
step for your current and subsequent levels and increase your Hit
Points +1 for each previous Level.
Diplomat – With a successful CHA test you improve the attitude of
NPCs or the GM rolls a second time on the NPC/Creature Reactions
Table taking the more favorable result.
Filcher – You have Advantage on DEX tests to pick pockets, cut purses,
conceal and other acts of legerdemain when not wearing Heavy Armor.
Holy Aura – Calling on Divine power, you can attempt to banish each
Nearby undead by testing WIS (add target’s HD to the roll). You cannot
attempt to banish an individual creature more than once per day.
Multiattack X – Each time you select this Edge, you can make an
additional melee attack as part of your action.
Quickshot X – Each time you select this Edge, you can make an
additional ranged attack as part of your action.
Scout – You have Advantage on Attribute tests to track & forage.
Sneaky – You have Advantage on DEX tests to hide & move stealthily
when not wearing Heavy Armor.
Sorcery X – You can cast Arcane spells and your Spell Casting Die
starts at d4 increasing one step each subsequent time you select this
Edge. See Spell Casting Edges.
Theurgy X – You can cast Divine spells and your Spell Casting Die
starts at d4 increasing one step each subsequent time you select this
Edge. See Spell Casting Edges.
EDGES 13
ABILITY EDGES
These Edges are acquired, improved, learned, or natural skills not
related to combat and spell casting.

EDGES – ABILITY
Burglar – You have Advantage on tests related to delicate tasks like
climbing, picking locks, hearing sounds, & disarming traps when not
wearing Heavy Armor.
Catnap – Once per 24-hour period you can take a 30 minute rest to
achieve the results of a full 8 hour rest.
Diplomat – With a successful CHA test you improve the attitude of
NPCs or the GM rolls a second time on the NPC/Creature Reactions
Table taking the more favorable result.
Engineer – You have Advantage on identifying, operating, and
repairing non-magical mechanisms, vehicles, and structures.
Evasion – You roll with Advantage on DEX tests to avoid damage or
effects from traps, magical devices and cone or area effects.
Fearless – You receive Advantage on tests to resist fear and similar
effects, even if magical or supernatural.
Fence – You have Advantage on appraising & selling equipment.
Filcher – You have Advantage on DEX tests to pick pockets, cut purses,
conceal and other acts of legerdemain when not wearing Heavy Armor.
Healer – Once per day you can heal yourself or another 1d4 HP or you can
aid them to roll with Advantage on the Out of Action Table.
Lucky – Once per day, you can reroll any one dice result.
Observant – You have Advantage INT and WIS tests for searching,
guarding, noticing something out of the ordinary, or recalling a detail
that everyone else missed.
Scholar X – You learn a language or specialized lore each time you
select this Edge. Lore gives you Advantage on discovering information.
Scout – You have Advantage on Attribute tests to track & forage.
Scribe – You can write, translate, and forge documents in languages
you know and have Advantage on related tests. With time and
resources, you are also able to decipher documents coded or in
languages in which you are not fluent.
Sentinel – You are always alert and may make your Move or Attack
before others on the first turn even if you did not win Initiative.
Resolve your remaining Action in proper sequence.
Sneaky – You have Advantage on DEX tests to hide & move stealthily
when not wearing Heavy Armor.

ABILITY EDGES 14
ABILITY EDGES 15
COMBAT EDGES
These Edges are acquired, improved, learned, or natural skills
related to combat and martial fields of study.

EDGES – COMBAT
Advance – If your melee attack drops an opponent, you gain a free
Move to a Nearby opponent and can make another melee attack Action.
Ambush – If you successfully attack a surprised, unprepared, or
unaware target, you do Critical Damage + your level.
Armaments – You are proficient with Heavy Armors & Heavy Weapons.
Bellator – Damage from your Unarmed & Improvised melee attacks
ignore Armor Points (such as armor, hide, and shield spells).
Berserk – Forgo your Move and make 1 melee attack on all opponents
who are Close; up to 8 smaller, 6 similar, or 4 larger sized foes.
Brawler X – Each time you take this Edge, increase your Unarmed &
Improvised Damage die one step to 1d12 maximum.
Brute X – Each time you take this Edge, increasing your Hit Die one
step for your current and subsequent levels and increase your Hit
Points +1 for each previous Level.
Charge – If you Move in a straight line to a Nearby foe and make a
successful melee attack you will do Critical Damage + your level.
Commander – With a successful CHA test, once per day you can enable
an ally who is Nearby to take a free Move or attack Action.
Disarm – If you have a minimum STR 12 and roll a 4 or below on a
melee attack, you can choose to disarm the opponent rather than inflict
damage.
Feint – If you have a minimum STR of 12 and roll 1-4 on a melee attack,
that enemy loses its next turn (Move and Action).
Flanker – When an ally is Close to an opponent, you receive Advantage
on melee attacks against that opponent..
Martial Artist – If you have the Bellator Edge, you will can add your
level to damage caused by Unarmed & Improvised melee attacks.
Multiattack X – Each time you select this Edge, you can make an
additional melee attack as part of your action.

COMBAT EDGES 16
EDGES – COMBAT (continued)
Quickshot X – Each time you select this Edge, you can make an
additional ranged attack as part of your action.
Second Wind – Once per hour, whilst in combat, you can regain 1 HD
of hit points.
Sniper – Your ranged attacks cause Critical Damage on a 1-2.
Sunder – 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.
Vindictive – When reduced to 0 Hit Points, you gain one immediate
attack before becoming unconscious.
Weapon Mastery X – If you are already proficient, the range to cause
Critical Damage with a specific weapon type (swords, bows, axes, etc.)
increases by 1 each time you select this Edge.

COMBAT EDGES 17
RACIAL EDGES
Some Edges that have a cultural or genetic predisposition that may
only be acquired by a member of a specific race.

EDGES – RACIAL
Animal Kinship – As a special Gnome ability, you receive Advantage on
CHA tests when dealing with animals and can communicate with them
regarding simple concepts and questions that can be answered with a “yes” or
“no”.
Cave Fighting – As a special Dwarf ability, you receive Advantage on all
DEX and STR test to attack and avoid damage while in crowded dark
conditions.
Dark Vision* – Some Dwarves and Orcs can see in complete, utter
darkness with no hindrance but have Disadvantage on tests and attacks
involving sight, done in daylight (or similar lighting levels), that are
further away than Close (over 5’).
Durable – As a special Halfling ability, when reduced to 0 Hit Points,
roll twice on the Out of Action Table and take the more favorable result.
Elven Accuracy – As a special Elf ability, you can add you level to the
damage of a single, ranged attack, once per turn.
Fey Blood – As a special ability, Gnomes and some Elves may substitute
CHA for spell casting and receive Advantage on all tests against Charm,
Sleep and mind affecting magic.
Glamer – As a special ability, Gnomes and some Halflings can make
themselves invisible once per day though the invisibility ends if they move or
attack.
Iron Gut – Some Orcs can survive eating carrion and typically inedible
items, receiving Advantage on any tests against ingested poisons or diseases
and can reroll their Ration Usage Die with Advantage.
Orc Savagery – As a special Orc ability, you may add your level to
damage from a single, melee attack, once per turn.
Pack Mule – As a special Dwarf ability, you are not encumbered unless
carrying more than 1.5 times your STR.
Second Breakfast – As a special Halfling ability, you can gain Advantage on
one dice roll per day after you have had an extra meal. Roll Ration Usage Die
with Disadvantage on the day this ability is used.

RACIAL EDGES 18
EDGES – RACIAL (continued)
Stone Sense – As a special, once per day, some Dwarves can
empathetically sense emotions from unworked stone and ask a single
simple question that will be answered with a one-word response on a
successful CHA test.
Sylvan Step – As a special ability Elves have Advantage on tests to
track, hide and move stealthily in sylvan environments
Tinker – As a special Gnome ability, you receive Advantage to detect,
operate and disarm mundane mechanisms like locks and traps as well as
those that also employ magic such as automata and clockwork devices.
Under Sense – Dwarves receive Advantage on INT and WIS tests to
determine direction and depth underground as well as to identify
natural or dangerous subterranean structures.
Whisper Wood – As a special ability, some Elves and Gnomes can
empathetically sense emotions from nature once a day and ask a single
simple question that will be answered with a one – word response on a
successful CHA test.
*
The GM may choose to only allow a character to have this Edge if
selected at 1st level or allow those with Low-Light Vision to obtain this
Edge after spending months in darkness.

RACIAL EDGES 19
SPELL CASTING EDGES
These Edges are acquired, improved, learned, or natural skills
related to spell casting and associated fields of study.

EDGES – SPELL CASTING


Abjuration – When casting protection, barrier, and binding spells, once
per day, you can reroll a failed Spell Casting Die test.
Arcana – You receive Advantage on INT and CHA tests to understand,
identify, operate, and deal with arcane devices, accoutrements,
activities, and beings (like golems, homunculi, and other magically
created creatures).
Bind Familiar – If you have attracted a Familiar (see Followers) you
may perform a ritual and lose 2HD permanently to bind that creature to
you. You have telepathy with and can share the familiar’s senses up to
Far Away. The familiar allows you to memorize two additional spells
and cast spells through the familiar up to Far Away. Additionally, you
can divert the effects of Depletion and Corruption to your familiar.
Conjuration – When casting conjuration, summoning, teleportation and
creation spells, once per day, you can reroll a failed Spell Casting Die test.
Divination – When casting prediction, informational, scrying,
detection, and truth finding spells, once per day, you can reroll a failed
Spell Casting Die test.
Divine Smite – If you have Holy Aura, you can call upon Divine power
and attempt to cause 1d8 + your level damage to all Nearby undead and
demonic creatures by testing WIS (add target’s HD to the roll).
Enchantment – When casting charms, compulsion, & other mind-
affecting spells, once per day, you can reroll a failed Spell Casting Die test.
Evocation – When casting spells that control energy, forces, once per
day, you can reroll a failed Spell Casting Die test.
Grace X – Divine power defends you and each time you take this Edge
you have 1 AP per day (maximum 5 AP per day).
Holy Aura – Calling on Divine power, you can attempt to banish each
Nearby undead by testing WIS (add target’s HD to the roll). You cannot
attempt to banish an individual creature more than once per day.

SPELL CASTING EDGES 20


EDGES – SPELL CASTING (continued)
Illusion – When casting spells that deceive the minds or senses of
others, once per day, you can reroll a failed Spell Casting Die test.
Necromancy – When casting spells that manipulate the forces of life,
unlife, death and compulsion of undead creatures, once per day, you
can reroll a failed Spell Casting Die test.
Sorcery X – You recognize and can shape magical forces of the world.
You can cast Arcane spells and your Spell Casting Die starts at d4
increasing one step each subsequent time you select this Edge. See
Spell Casting. You start out knowing a total of 1d4+2 total spells from
the Level 1 and 2 Arcane Spell lists that are inscribed in your arcane
tomes and codices. Your arcane power increase when you take this
Edge again as shown on the Spellcaster Advancement Table.
Theology – You receive Advantage on INT, WIS, and CHA tests to
understand, identify, and deal with supernatural objects, activities, and
beings (like demons, angels, and spirits).
Theurgy X – You have embraced a spiritual tradition of worship,
prayer, and meditation and can access that supernatural power. You
can cast Divine spells and your Spell Casting Die starts at d4 increasing
one step each subsequent time you select this Edge. You start out
knowing a total of 1d4 total spells from the Level 1 and 2 Divine Spell
lists that you have recorded in your holy manuscripts. Your divine
power increase when you take this Edge again as shown on the
Spellcaster Advancement Table.
Transmutation– When casting spells that change the properties of a
creature, objects, and materials, once per day, you can reroll a failed
Spell Casting Die test.

SPELL CASTING EDGES 21


SPELLCASTER ADVANCEMENT
Arcana X/ Spell Memorized Spells Gained/Known**
Theurgy X Die Spells * (minimum learned or
acquired)
1 d4 2 2 – 1st Level, 1 – 2nd Level
2 d6 4 Learn 1 - 2nd, 1 – 3rd Level
3 d8 6 Learn 1 – 3rd Level, 1 – 4th Level
4 d10 8 Learn 1 – 4th Level, 1 – 5th Level
5 d12 10 Learn 1 – 5th Level, 1 – 6th Level
* Regardless of the Spell’s Level
** Maximum Spells Known = INT, WIS (or CHA as applicable)

SPELL CASTING USAGE DIE starts at d4 increases one step each


time the Arcana or Theurgy Edge is selected up to a max of d12.
The Spell Casting Die limits the number and power of spells that
can be safely cast each day. It represents the caster’s 'energy' and
the taxing nature of casting spells. See Casting a Spell.

SPELLS MEMORIZED starts at 2, regardless of the spell’s level and


increases by two each time the Arcana or Theurgy Edge is selected.
These spells can be cast as often as the character chooses, limited
only by their Spell Casting Die. Each day, a character may switch
out any or all memorized spells with any other spell they know.

Spellcasters can cast any known spell, even when not memorized, directly
from their spellbook or holy manuscripts but casting time is one minute.

SPELLS GAINED/KNOWN start as 2 – 1st Level and 1 – 2nd Level


and increase as shown on the table. These spells are those that the
character learns through their studies, research and insight and
selected by the Player. This advancement is the minimum.
Adventuring character may discover and add additional spells to
their repertoire.

SPELL CASTING EDGES 22


SPELL CASTING EDGES 23
SPELL CASTING
Resolve the spell as per its description then roll the Spell Casting
Die once for each level of the spell cast. Each result of 1 or 2 reduces
the Spell Casting Die one step.

SPELL CASTING DIE CHAIN


d12 > d10 > d8 > d6 > d4 > 0 > -1 > -2 > -3 > -4 > -5 > -6
After roughly 8 hours rest, a character has refreshed the Spell Casting
Die to its maximum. Note that if a character has both an Arcane and
Divine Spell Casting Die, they are tracked separately.

Upon reaching “0”, roll on the Depleted Table. Similarly, employ the
Corruption Drop Table dice for each negative step reached.

By using a spell that is too powerful, or when the caster is too weak,
the Spell Casting Die can sink below d4 which can harm the caster
or those nearby whether friend or foe. A caster may continue
casting spells at their peril until their Spell Casting Die reaches -6.

LOW SPELL CASTING DIE RESULTS


0 Depleted – Roll 1d6 on the Depleted Table
-1 Corruption – Use 1d6 on the Corruption Drop Table
-2 Corruption – Use 2d6 on the Corruption Drop Table
-3 Corruption – Use 3d6 on the Corruption Drop Table
-4 Corruption – Use 4d6 on the Corruption Drop Table
-5 Corruption – Use 5d6 on the Corruption Drop Table
-6 + Dead – You die, usually in a flashy way that may very well
injure those Nearby.*
* The method of your demise up to the GM but will often be related to the
effects of the spell cast spinning out of control. In addition to that, a Divine
caster may be transfigured or raptured or the earth may open up with you
being carried away by demons. An Arcane caster may explode into crystal
shards, cosmic plasma, or be taken by an alien astral beast.

SPELL CASTING EDGES 24


DEPLETED
1 Depleted – You cannot cast any more spells until you have
rested and recovered your Spell Casting Die.
2 Dazed – You have a severe headache and blurred vision. In
addition to not being able to cast spells you have
Disadvantage on all rolls until after an 8 hour rest.
3 Stunned – You lose your Move and Action for 1d6 minutes
after which you become Dazed.
4 Unconscious – You fall comatose for 1d6 days. When you
wake up you are Dazed.
5 Damaged – Your mind or spirit are permanently damaged
reducing your WIS or INT (as applicable) – 2. Otherwise your
condition is Unconscious as described above.
6 Roll again on this table ignoring another result of six and then
Use 1d6 on the Corruption Drop Table.

SPELL CASTING EDGES 25


CORRUPTION DROP TABLE
Drop a number of d6 as indicated previously. Reroll any dice that fall or
bounce off of the table and apply those effects to those Nearby. The
location of each die indicates the Corruption and the result on the face
indicates the relative severity and/or duration at the GMs discretion.

Lose all hair Eyes glow red Weeping sores Sweaty skin

Skin grows Skin is Touch burns Covered in


scales translucent others hair

Eyes weep Skin grow Paranoid Webbed


blood warts hallucinations digits

Feet become Sprout 1 – 4


Planar Visit*
Smell like rot cloven horns

* Celestial who likes to assign quests, Demon bent causing destruction


and pain, Devil who likes slaves and pets, or Alien creature with
unknown motives…

SPELL CASTING EDGES 26


SPELL CASTING EDGES 27
DRAWBACKS (OPTIONAL)
At creation and upon achieving a new level, the Player has the
option to select a single Drawback for the character and receive a
bonus Edge. A character may have no more than 2 Drawbacks .

DRAWBACKS
Addiction – You have a dependency on: 1- alcohol, 2-tobacco, 3-mind
altering substances, 4-gambling, 5-lighting fires, 6-overeating. If not
addressed once per day, you receive Disadvantage on INT and WIS tests until
sated.
Allergy – You are allergic to: 1-pollen, 2-animal dander, 3-mold, 4-
shellfish, 5-nuts, 6-insect bite. If you fail a CON test when exposed, you
experience the following for 1d6 hours: 1-uncontrolled sneezing, 2-body
rash, 3-severe headache, 4-dizziness, 5-nausea, 6-coma. Effects
determined by your GM.
Anxiety – If you fail a WIS test at the beginning of an encounter you
will have Disadvantage on all tests until you rest.
Corruption – Drop 1d6 on the Corruption Table and repeat if it bounces off.
Cursed – When the GM rolls to see who is attacked or hit by that arrow,
your chances are doubled.
Insomnia – With a failed CON test, you do not receive any benefit from
a rest (healing, AP, etc.).
Kleptomania – You must steal one object a day or be unable to
concentrate receiving Disadvantage on INT and WIS tests.
Moon Fever – You have a mild form of lycanthropy and on a full moon
your nails and incisors lengthen slightly, your eyes yellow, you sprout
hair, and Nearby animals are skittish.
Paranoia – At least once every session the GM will ask you to roll
Initiative for no reason. The GM may also provide you with misleading
insights into the behavior of others even if your attribute test was successful.
Scars – Marks on your hands and face from an illness or injury gives
you a disturbing appearance and you have Disadvantage on CHA tests
with those who do not know you personally.
Sleepwalker – Every time you sleep there is a 1 in 6 chance you will
sleepwalk and wake up in a strange location. You will make 1 unarmed
attack on anyone who wakes you while sleepwalking.

DRAWBACKS 28
DRAWBACKS (continued)
Small Stature* – Your frame is either too short or too slight for you to
employ Heavy Weapons.
Spendthrift – You are loose with your money and when you sell items
you get no more than 25% of the list value and items you purchase cost
you 200% of their list value.
Strong Odor - Your body exudes an offensive odor that is hard to
mask. You have Disadvantage on CHA tests. Any roll on the NPC
Reactions Table is also made with Disadvantage. You have
Disadvantage when attempting to avoid being tracked by creatures that
use scent to track.
Superstitious – There is a 1 in 6 chance each day that you experience a
bad omen and receive Disadvantage on all tests for the next 24 hours on
the following attribute: 1-STR, 2-DEX, 3-CON, 4-WIS, 5-INT, 6-CHA .
Vocal Tic – You make noises, mumble, and talk incessantly. A
successful WIS test is required to remain silent for up to 5 minutes at
critical times.
Wanted – You, or someone who looks just like you, has committed a
serious crime and eluded punishment or owes someone important a
substantial sum of money. Debt collectors or bounty hunters seem to
always show up at inopportune moments.
* This Drawback can only be selected at character creation

DRAWBACKS 29
FOLLOWERS
Powerful, rich, and/or famous character will attract followers.
These are not the same as paid staff, guards or mercenaries that a
character may employ. Followers can be gained by a character at
4th level and every even level afterward. When a character qualifies
to attain followers, roll 1d6 on the Followers Table. The GM may
also require the character to spend money, time, and make it
known that they are looking to take someone into service.

FOLLOWERS
1 Familiar – Animal or creature, such as a dog, cat, raven, owl,
rat that is unusually intelligent (INT 2d6+1) that can follow
simple commands and answer “yes” and “no” questions.
2 Padwan – Youth who is rather naive and impressionable that
wants to apprentice (0 Level, 4hp).
3 Novices – First level novices (1d4) of the same race and/or
similar Edges as the character.
4 Sordid – A 2nd level/2HD sneaky and/or violent type (possibly
a creature) is attracted to the character’s fame and power but
is loyal if treated well.
5 Idealistic – A 2nd level/2HD impulsive and/or protective type
(possibly a creature) is attracted to the character’s fame and
purpose and is loyal if treated well.
6 Roll twice for two results, ignoring results of 6.

The character may dismiss a specific follower and after 30 days and
then roll a successful CHA Test to attract a new follower after
spending some time effort and resources to seek new henchmen.

The character may have no more followers than their Level x2.
The maximum HD or Level of an individual follower can be no more
than ½ of the character’s level.

FOLLOWERS 30
FOLLOWER MAINTENANCE
The new follower will have minimal or no quality gear and must be
outfitted at the character’s expense. Afterwards, the character will
need to maintain expenses for the follower at a minimum cost of 5
coins a week per Level or HD of the follower.

Followers will generally follow


requests and commands of the
character as long as they are
treated well and maintained. In
compromising situations or
when commanded to act against
their nature, the GM may require
Morale – CHA Tests (possibly at
Disadvantage) by the player to
see if follower obeys.

If such a Morale Test Fails, the


follower may respond in an
unexpected way. The GM may
decide or can roll on the
following table.

CONFLICTED FOLLOWERS
1 Whatever! – Do nothing and just avoid the current conflict
2 Surly – As above but leave service at the next opportunity
3 Renounce – Immediately flee and leave service
4 Retribution – Immediately flee, leaving service but seeking
afterward to become follower of a nemesis
5 Challenge – Attack the character then flee seeking out service to
become follower of a nemesis
6 Unacceptable! – Attack the character and fight until slain or
subdued

FOLLOWERS 31
UNCOMMON FANTASY RACES
The following races are for popular humanoid creatures along with
additional Edges for flavor. These races can be used for NPCs or for
player characters if approved in advance by the GM. The additional
Edges can be applied to other creatures to buff them up or make a boss.

UNCOMMON PC/NPC RACES & EDGES


Dragonkin – Dark Vision, Tough Scaly Hide, Flight, Nimble Flight,
Swift Flight, Breath Weapon
Drow – Dark Vision, Shroud of Darkness, Darkness, Elven Accuracy,
Tainted Blade
Duergar – Dark Vision, Under Sense, Shroud of Darkness,
Shrink/Enlarge
Fungoid – Dark Vision, Sun Sickness, Regeneration, Spores,
Absorption, Budding, Hallucinogenic Spores
Gnoll – Low Light Vision, Rabid Attack, Scent, Flail Maneuvers, Barking
Confusion, Swift Bite
Goblin – Low Light Vision, Sneaky, Elusive, Small Stature, Dark Vision,
Scent, Agile Scramble
Hobgoblin – Low Light Vision, Swift Response, Spot Opening, Feint,
Field Dressing
Kitsune – Low Light Vision, Shape Changer, Fey Blood, Fox Shape,
Lucky, True Sight
Kobold – Dark Vision, Pack Tactics, Jumpy, Small Stature, Yapping,
Poison Claws
Lizard Man (and Woman) – Tough Scaly Hide, Poison Bite, Aquatic,
Climber, Swift Bite
Minotaur – Low Light Vision, Bull Charge, Pyrophobia, Single Minded,
Scent
Ogre – Ogre’s Fury, Slam, Stupefied, Dimwit, Hammer Toss, Guttural
Roar
Svirneblin – Dark Vision, Deep Mind, Glamer, Small Stature, Non-
Detection, True Sight
Tengu – Polyglot, Ventriloquism, Swift Peck, Flight, Dive, Elusive
Tiefling - Dark Vision, Infernal Heritage, Darkness, Fire Darts, Flight,
True Sight

UNCOMMON FANTASY RACES 32


UNCOMMON FANTASY RACES 33
DRAGONKIN
Starting HP: d6 + 4
HP Per Level/Resting: 1d6
Weapons: Simple Weapons
Armor: Shields
Attack Damage: 1d8 / 1d8 Unarmed or Improvising
SPECIAL FEATURES
Dark Vision – You can see in darkness with no hindrance but have
Disadvantage on tests and attacks involving sight, done in daylight,
that are further away than Close (over 5’).
Tough Scaly Hide – Your tough, scaly, spiky skin that continually
provides 2 AP however you cannot wear Heavy Armor.
Flight – If you forgo your Action (Attack or other), you can fly to
somewhere Nearby as your Move but must then land or fall.
Edges: Select 1 Edge at 1st Level.
LEVELING UP
Attributes: Roll to see if attributes increase, roll twice for CHA
and one other attribute of your choice.
HD/HP Per Level: 1d6
Edges: Select an Edge at every new Level.
STARTING GEAR
A haversack containing rations (d6), a flask of water (d6) and Pouch
with 2d6x10 coins. Dagger, Spear & Small Shield.

UNCOMMON FANTASY RACES 34


EDGES – RACIAL (DRAGONKIN)
Nimble Flight – You can perform an Action (Attack or other) before or
after your Move action of Flight of Swift Flight.
Swift Flight – If you forgo your Action (Attack or other), you can fly
somewhere Far Away but must then land or fall.
Breath Weapon – You have a breath weapon of fire, ice, acid, or
electricity. With a successful Ranged Attack you can hit a single target
Nearby or up to two targets that are Close causing 1d4 + your level in
damage.

UNCOMMON FANTASY RACES 35


DROW
Starting HP: d6 + 4
HP Per Level/Resting: 1d6
Weapons: Simple Weapons & Bows
Armor: Light Armor & Small Shield
Attack Damage: 1d6 / 1d4 Unarmed or Improvising

SPECIAL FEATURES
Dark Vision – You can see in complete, utter darkness with no
hindrance. You have Disadvantage on tests and attacks involving
sight, done in daylight (or similar levels), that are further away than
Close (over 5’).
Shroud of Darkness – You have Advantage on tests to hide and
move stealthily in subterranean environments.
Edges: Select 1 Edge at 1st Level.

LEVELING UP
Attributes: Roll to see if attributes increase, roll twice for INT
and one other attribute of your choice.
HD/HP Per Level: 1d6
Edges: Select an Edge at every new Level.

STARTING GEAR
One set of clothes, boots, and a fulgin cloak. Sack containing a jar
of spider caviar, fungi rations (d4) and a 50’ of fine spider silk rope.
Wine skin (d4). Pouch with 2d6x10 coins. Dagger and Short Bow
with Arrows (d8) or Short Sword.

UNCOMMON FANTASY RACES 36


EDGES – RACIAL (DROW)
Darkness – Once per day you can create a 5’ radius sphere of darkness
at a Nearby area that blocks all types of vision for 10 minutes.
Elven Accuracy – You can add your level to the damage of a single,
successful, ranged attack once per turn.
Tainted Blade – Once per day, you can imbue a single weapon or missile
with a black ichor that poisons the next target you wound. All rolls against a
poisoned target are made with Advantage until the next day.

UNCOMMON FANTASY RACES 37


DUERGAR
Starting HP: d6 + 4
HP Per Level/Resting: 1d6
Weapons: Simple Weapons, Battle Axes*, & Warhammers*
Armor: Light Armor & Small Shield
Attack Damage: 1d8 / 1d6 Unarmed or Improvising

SPECIAL FEATURES
Dark Vision – You can see in complete, utter darkness with no
hindrance. You have Disadvantage on tests and attacks involving
sight, done in daylight (or similar levels), that are further away than
Close (over 5’).
Under Sense – You receive Advantage on INT and WIS tests to
determine direction and depth underground as well as to identify
natural or dangerous subterranean structures.
Edges: Select 1 Edge at 1st Level.

LEVELING UP
Attributes: Roll to see if attributes increase, roll twice for CON
and one other attribute of your choice.
HD/HP Per Level: 1d6
Edges: Select an Edge at every new Level.

STARTING GEAR
One set of clothes, boots, and a hat. Sack containing a leather work
apron, a dozen iron nails and a small hammer, & rations (d6).
Water skin (d6). Pouch with 2d6x10 coins. Choose Hand Axe &
Small Shield or War Hammer*.

*
Heavy Weapon

UNCOMMON FANTASY RACES 38


EDGES – RACIAL (DUERGAR)
Shroud of Darkness – You have Advantage on tests to hide and move
stealthily in subterranean environments.
Shrink/Enlarge – You can shrink to ¼ your normal size or enlarge to
double your normal size. While shrunk, your attacks cause 1d4 damage.
While enlarged, your attacks cause 1d10 damage. This effect lasts for
one hour and can be used once per day.

UNCOMMON FANTASY RACES 39


FUNGOID
Starting HP: d6 + 4
HP Per Level/Resting: 1d6
Weapons: Simple Weapons
Armor: No Armor but Small Shields
Attack Damage: 1d8 / 1d8 Unarmed or Improvising
SPECIAL FEATURES
Dark Vision – You can see in darkness with no hindrance but have
Disadvantage on tests and attacks involving sight, done in daylight,
that are further away than Close (over 5’).
Sun Sickness – You lose 2 HP per hour in direct sunlight.
Regeneration – Except for old age and death from incineration
you will slowly heal and recover. You heal 1 HP per day, recover
from a single Out of Action result per week (including death) or
regrow one limb per month.
Spores – You cannot speak verbally but can communicate
telepathically with any creature who is Nearby or closer who can
breathe the spores you release.
Absorption – You obtain food and water by absorbing nutrients
from dead organic matter.
Edges: Select 1 Edge at 1st Level.
LEVELING UP
Attributes: Roll to see if attributes increase, roll twice for CON
and one other attribute of your choice.
HD/HP Per Level: 1d6
Edges: Select an Edge at every new Level.
STARTING GEAR
Sack of moist dung rations (d6). Staff and obsidian knife.

UNCOMMON FANTASY RACES 40


EDGES – RACIAL (FUNGOID)
Budding –By losing 1 HD and 6 HP, you can form a 1 HD, 6 HP clone of
yourself that is telepathically linked to you. The clone’s Attributes are 2
lower than yours (min 3). After 1 week, the clone will become
independent if not reabsorbed. After one week or if the clone is
reabsorbed, you will regain the 1 HD and 6 HP.
Hallucinogenic Spores – Once per day, with a successful CON test,
hallucinogenic spores you release will cause those Close to you to do one
of the following on their next turn:
1 – Attack an ally
2 – Unarmed attack on self
3 – Flee at top speed
4 – Only action is to scratch self vigorously
5 – Only action it to disrobe and drop weapons
6 – Only action is to make animal noises

UNCOMMON FANTASY RACES 41


GNOLL
Starting HP: d8 + 4
HP Per Level/Resting: 1d8
Weapons: Simple Weapons, Flails, & Double Flails*
Armor: Light Armor & Small Shield
Attack Damage: 1d8 / 1d6 Unarmed or Improvising

SPECIAL FEATURES
Low Light Vision – In darkness you have Disadvantage on attacks
& tests beyond Nearby (over 60’).
Rabid Attack – You may add your level to your Attack Roll for a
single melee attack once per turn.
Scent – Your strong sense of smell allows you to detect even
invisible foes who are Nearby and to receive Advantage on Ability
tests to track. If an invisible foe is Close, you can pinpoint their
location and can attack with no penalty.
Edges: Select 1 Edge at 1st Level.

LEVELING UP
Attributes: Roll to see if attributes increase, roll twice for STR
and one other attribute of your choice.
HD/HP Per Level: 1d8
Edges: Select an Edge at every new Level.

STARTING GEAR
Gambeson, belt, & boots. Sack containing chew bones, & rations
(d6). Water skin (d6). Pouch with 2d6x10 coins. Dagger and Flail.

*
Heavy Weapon

UNCOMMON FANTASY RACES 42


EDGES – RACIAL (GNOLL)
Flail Maneuvers – If your flail Attack roll is 1-4, you can choose to
disarm or trip your opponent in lieu of causing damage.
Barking Confusion – Through distracting barking and yaps you can
give allies Advantage on attacks against an enemy who is Close to you.
Swift Bite – If your melee attack roll is 1-4, you can also attempt to bite
the target for 1d6 damage.

UNCOMMON FANTASY RACES 43


GOBLIN
Starting HP: d6 + 4
HP Per Level/Resting: 1d6
Weapons: Simple Weapons & Short Bows
Armor: Light Armor & Small Shield
Attack Damage: 1d6 / 1d4 Unarmed or Improvising

SPECIAL FEATURES
Low Light Vision – In darkness you have Disadvantage on attacks
& tests beyond Nearby (over 60’).
Sneaky – You have Advantage to hide & move stealthily.
Elusive – Once per day you can avoid taking damage from a single
hit but instead must take an additional free Move away from the
attacker.
Small Stature – You cannot use Heavy Weapons
Edges: Select 1 Edge at 1st Level.

LEVELING UP
Attributes: Roll to see if attributes increase, roll twice for DEX
and one other attribute of your choice.
HD/HP Per Level: 1d6
Edges: Select an Edge at every new Level.

STARTING GEAR
One set of ragged clothes, sandals and a makeshift hat. Sack
containing a pair of bone dice, flavorful chewing root, rations (d4)
& water skin (d4). Pouch with 2d6x10 coins. Dagger and Short Bow
with Arrows (d8) or Short Sword.

UNCOMMON FANTASY RACES 44


EDGES – RACIAL (GOBLIN)
Dark Vision – Some Goblins can see in complete, utter darkness with
no hindrance but have Disadvantage on tests and attacks involving
sight, done in daylight (or similar lighting levels), that are further away
than Close (over 5’).
Scent – Your strong sense of smell allows you to detect even invisible
foes who are Nearby and to receive Advantage on Ability tests to track.
If an invisible foe is Close, you can pinpoint their location and can
attack with no penalty.
Agile Scramble – You have sure footing and can move unimpeded
through briars, bramble, scree, and boulders that would slow others. If
any test is required to maintain footing or avoid damage you receive
Advantage.

UNCOMMON FANTASY RACES 45


HOBGOBLIN
Starting HP: d8 + 4
HP Per Level/Resting: 1d8
Weapons: Simple Weapons, Pole Arms*, & Crossbows
Armor: All Armor
Attack Damage: 1d8 / 1d6 Unarmed or Improvising

SPECIAL FEATURES
Low Light Vision – In darkness you have Disadvantage on attacks
& tests beyond Nearby (over 60’).
Swift Response – In the first round of combat you may make free
ranged attack in addition to a melee attack.
Edges: Select 1 Edge at 1st Level.

LEVELING UP
Attributes: Roll to see if attributes increase, roll twice for CON
and one other attribute of your choice.
HD/HP Per Level: 1d8
Edges: Select an Edge at every new Level.

STARTING GEAR
Gambeson, boots, and a cloak. Sack containing a whetstone, a
dozen 24” leather cords, & rations (d4). Water skin (d4). Pouch
with 2d6x10 coins. Dagger, Crossbow with Bolts (d8) and Halberd*.

*
Heavy Weapon

UNCOMMON FANTASY RACES 46


EDGES – RACIAL (HOBGOBLIN)
Spot Opening – You can forgo your Move or Attack to direct an ally who
is Nearby to gain a free Move or Attack.
Feint – If you have a minimum STR of 12 and roll 1-4 on a melee attack,
that enemy loses its next turn (Move and Action).
Field Dressing – You can bandage up yourself or another healing 2 hit
points and granting Advantage for rolls on the Out of Action Table.

UNCOMMON FANTASY RACES 47


KITSUNE
Starting HP: d6 + 4
HP Per Level/Resting: 1d6
Weapons: Simple Weapons & Bows
Armor: Light Armor & Small Shield
Attack Damage: 1d6 / 1d4 Unarmed or Improvising
SPECIAL FEATURES
Low Light Vision – In darkness you have Disadvantage on attacks
& tests beyond Nearby (over 60’).
Shape Changer – You can transform from your normal fox form to
a human form at will.
Fey Blood – You may substitute CHA for spell casting and have
Advantage on all tests against Sleep & Charm spells.
Edges: Select 1 Edge at 1st Level.
LEVELING UP
Attributes: Roll to see if attributes increase, roll twice for CHA
and one other attribute of your choice.
HD/HP Per Level: 1d6
Edges: Select an Edge at every new Level.
STARTING GEAR
One set of clothes, boots, and a cloak. Sack containing a Dowsing
Rod*, edible mushrooms, & rations (d6). Wine skin (d4). Pouch
with 2d6x10 coins. Dagger and choose Short Bow with Arrows (d8)
or Short Sword.

*
Dowsing Rod can be used to locate water, buries metals &
gemstone, graves, hollows, and secret doors/compartments that are
Nearby with a successful CHA test.

UNCOMMON FANTASY RACES 48


EDGES – RACIAL (KITSUNE)
Fox Shape – You can transform (with your gear) into a fox at will. As a
fox you can only make Improvised (bite) attacks but receive an
Advantage on all DEX tests.
Lucky – Reroll one dice result for your character, once per day.
True Sight - You can see Nearby things as they are even if hidden or
disguised by magical means such as illusion, polymorph, ethereal or
magical darkness.

UNCOMMON FANTASY RACES 49


KOBOLD
Starting HP: d4 + 4
HP Per Level/Resting: 1d4
Weapons: Simple Weapons, Nets, & Darts
Armor: Light Armor & Small Shield
Attack Damage: 1d4 / 1d4 Unarmed or Improvising
SPECIAL FEATURES
Dark Vision – You can see in darkness with no hindrance but have
Disadvantage on tests and attacks involving sight, done in daylight,
that are further away than Close (over 5’).
Pack Tactics – You have Advantage on melee attacks when an ally
is making a melee attack on the same opponent.
Jumpy – You have Advantage on DEX tests against area of effect
spells and unexpected traps. If a save is not allowed you may still
take a DEX test and reduce damage by 1/2.
Small Stature – You cannot use Heavy Weapons
Edges: Select 1 Edge at 1st Level.
LEVELING UP
Attributes: Roll to see if attributes increase, roll twice for DEX
and one other attribute of your choice.
HD/HP Per Level: 1d4
Edges: Select an Edge at every new Level.
STARTING GEAR
A smelly cloak with a hood, Sack containing a vial of Poison* (d6), &
rations (d6). Gourd of water (d6). Pouch with 1d6x10 coins and
1d6x5 teeth. Dagger and Darts (d8) or Net**.

*
Advantage on rolls against opponent who is wounded with poison
**
Hit with net causes no damage but opponent loses Move until net
removed which takes one action.

UNCOMMON FANTASY RACES 50


EDGES – RACIAL (KOBOLD)
Yapping – Once per day, for up to 5 minutes, you can bark in a loud and
penetrating manner that disrupts the concentration of spellcasters who
are Nearby or closer. While yapping, you and those Close to you have
Advantage on saves against spells that target you. After yapping, you
are hoarse and can only speak in a whisper until after a rest.
Poison Claws – With a successful Unarmed attack with your claws,
once per day you can poison the next target you wound. All rolls against
a poisoned target are made with Advantage until the next day.

UNCOMMON FANTASY RACES 51


LIZARD MAN (and WOMAN)
Starting HP: 1d8 + 4
HP Per Level/Resting: 1d8
Weapons: Simple Weapons
Armor: Shields
Attack Damage: 1d8 / 1d8 Unarmed or Improvising
SPECIAL FEATURES
Tough Scaly Hide – Your tough, scaly, spiky skin that continually
provides 2 AP however you cannot wear armor.
Poison Bite – Once per day, with a successful Unarmed bite attack, you
can poison the next target you wound. All rolls against a poisoned target
are made with Advantage until the next day.
Edges: Select 1 Edge at 1st Level.
LEVELING UP
Attributes: Roll to see if attributes increase, roll twice for CHA
and one other attribute of your choice.
HD/HP Per Level: 1d6
Edges: Select an Edge at every new Level.
STARTING GEAR
A haversack containing rations (d6), a flask of water (d6) and Pouch
with 2d6x10 coins. Dagger, Spear & Small Shield.

UNCOMMON FANTASY RACES 52


EDGES – RACIAL (LIZARD MAN)
Aquatic – You can swim as swiftly as a human can run and hold your
breath for up to 30 minutes.
Climber – You can climb any surface at a slow “walking” speed. You
receive Advantage on any DEX test to move more swiftly or on
extremely slippery or slick surfaces.
Swift Bite – If your melee attack roll is 1-4, you can also attempt to bite
on the target for 1d6 damage.

UNCOMMON FANTASY RACES 53


MINOTAUR
Starting HP: d10 + 4
HP Per Level/Resting: 1d10
Weapons: Simple Weapons & Heavy Weapons
Armor: None
Attack Damage: 1d10 / 1d10 Unarmed or Improvising

SPECIAL FEATURES
Low Light Vision – In darkness you have Disadvantage on attacks
& tests beyond Nearby (over 60’).
Bull Charge – If you Move in a straight line to a Nearby foe and
make a successfully melee attack you will do Critical Damage + your
level and the opponent is knocked down losing their Move & Action
until your next turn.
Pyrophobia – You are afraid of fire and can only move toward or
attack a fire breathing/wielding/casting enemy with a successful
WIS test. Only one Test per opponent per encounter is required.
Edges: Select 1 Edge at 1st Level.

LEVELING UP
Attributes: Roll to see if attributes increase, roll twice for STR
and WIS.
HD/HP Per Level: 1d10
Edges: Select an Edge at every new Level.

STARTING GEAR
Loincloth & belt. Sack containing an iron file (for horn, tooth &
hoof maintenance) links of black pudding sausage rations (d6),
Water skin (d6). Pouch with 2d6x10 coins. Battleaxe*.

*
Heavy Weapon

UNCOMMON FANTASY RACES 54


EDGES – RACIAL (MINOTAUR)
Single Minded – You are immune to confusion spells and effects and
have a superb sense of direction receiving Advantage on any related
Ability test.
Scent – Your strong sense of smell allows you to detect even invisible
foes who are Nearby and to receive Advantage on Ability tests to track.
If an invisible foe is Close, you can pinpoint their location and can
attack with no penalty.

UNCOMMON FANTASY RACES 55


OGRE
Starting HP: d12 + 4
HP Per Level/Resting: 1d12
Weapons: Simple Weapons & Heavy Weapons
Armor: None
Attack Damage: 1d10 / 1d10 Unarmed or Improvising

SPECIAL FEATURES
Ogre’s Fury – You can add your level to damage from a single melee
attack once per turn.
Slam – On a Melee attack roll of 1-4, the opponent is knocked down
losing Move and Action until your next turn.
Stupefied – If you roll a Critical Failure (20) on any attack or Ability
Test you become confused and lose your Move and Action until the
start of your next turn.
Dimwit – You have Disadvantage on CHA, INT & WIS tests.
Edges: Select 1 Edge at 1st Level.

LEVELING UP
Attributes: Roll to see if attributes increase, roll twice for STR
and CON.
HD/HP Per Level: 1d12
Edges: Select an Edge at every new Level.

STARTING GEAR
Haversack with gnawed bones and a sparkly nodule of opal, smelly
pelts, belt, & boots. Sack containing a dead wild pig/rations (d6).
Water skin (d6). Pouch with 2d6x10 coins. Great Club*.

*
Heavy Weapon

UNCOMMON FANTASY RACES 56


EDGES – RACIAL (OGRE)
Hammer Toss – If you forgo your Move and make a successful
Unarmed Melee attack, you can throw an opponent or heavy item like a
cart Nearby inflicting 2d6 damage on them and anyone they hit (ranged
attack with Disadvantage).
Guttural Roar – Once per day, you can direct a bone rattling roar at
Nearby opponents. With a successful STR test the target will be shaken
and cannot move closer to you. Any attacks or Ability tests against the
shaken opponent are made with Advantage for the remainder a day.

UNCOMMON FANTASY RACES 57


SVIRNEBLIN
Starting HP: d6 + 4
HP Per Level/Resting: 1d6
Weapons: Simple Weapons & Light Crossbows
Armor: Light Armor & Small Shield
Attack Damage: 1d6 / 1d4 Unarmed or Improvising

SPECIAL FEATURES
Dark Vision – You can see in darkness with no hindrance but have
Disadvantage on tests and attacks involving sight, done in daylight,
that are further away than Close (over 5’).
Deep Mind – You may substitute WIS for spell casting and have
Advantage on all tests against Sleep & Charm spells.
Glamer – You can make yourself invisible once per day though the
invisibility ends if you move or attack.
Small Stature – You cannot use Heavy Weapons
Edges: Select 1 Edge at 1st Level.

LEVELING UP
Attributes: Roll to see if attributes increase, roll twice for CHA
and one other attribute of your choice.
HD/HP Per Level: 1d6
Edges: Select an Edge at every new Level.

STARTING GEAR
One set of clothes, boots, and a cloak. Haversack containing a
jeweler’s eye loupe, small hand tools, & rations (d6). Wine skin (d6).
Pouch with 2d6 tiny gemstones worth 1 coin each. Dagger and Pick.

UNCOMMON FANTASY RACES 58


EDGES – RACIAL (SVIRNEBLIN)
Blur – Your outline appears to waver and shift granting you Advantage
against attacks that use sight. This effect lasts one hour and can be
used once per day.
Non-Detection - You cannot be detected by divination or scrying.
True Sight - You can see Nearby things as they are even if hidden or
disguised by magical means such as illusion, polymorph, ethereal or
magical darkness.

UNCOMMON FANTASY RACES 59


TENGU
Starting HP: 1d6 + 4
HP Per Level/Resting: 1d6
Weapons: Simple Weapons and all Swords
Armor: Shields
Attack Damage: 1d8 / 1d6 Unarmed or Improvising
SPECIAL FEATURES
Polyglot – You know three additional languages and receive Advantage on
WIS to understand the meaning of spoken languages you do not know.
Ventriloquism – You can mimic any sound and can make it seem to issue
from any point up to Far Away.
Swift Peck – If your melee attack roll is 1-4, you can also attempt to peck
the target for 1d4 damage.
Flight – If you forgo your Action (Attack or other), you can fly to
somewhere Nearby as your Move but must then land or fall.
Edges: Select 1 Edge at 1st Level.
LEVELING UP
Attributes: Roll to see if attributes increase, roll twice for DEX
and one other attribute of your choice.
HD/HP Per Level: 1d6
Edges: Select an Edge at every new Level.
STARTING GEAR
A haversack containing rations (d6), a flask of water (d6) and Pouch
with 2d6x10 coins. Dagger and any Sword (including a Great
Sword) *.

*
Heavy Weapon

UNCOMMON FANTASY RACES 60


EDGES – RACIAL (TENGU)
Dive – Once per day you can make a flying leap attack to a
Nearby foe as your Move and Attack Action. If the attack is
successful you will do Critical Damage + your level.
Elusive – Once per day you can avoid taking damage from a
single hit but instead must take an additional free Move away
from the attacker.

UNCOMMON FANTASY RACES 61


TIEFLING
Starting HP: d8 + 4
HP Per Level/Resting: 1d6
Weapons: Simple Weapons & Crossbows
Armor: Light Armor & Small Shield
Attack Damage: 1d8 / 1d6 Unarmed or Improvising
SPECIAL FEATURES
Dark Vision – You can see in darkness with no hindrance but have
Disadvantage on tests and attacks involving sight, done in daylight,
that are further away than Close (over 5’).
Infernal Heritage – You have at least one feature of your demonic
heritage like horns, cloven feet, brightly colored skin (typically red),
spikes, claw-like fingernails, vestigial wings, glowing eyes, or tail.
In addition, you smell like brimstone and take half damage from fire.
Darkness – Once per day you can create a 5’ radius sphere of darkness
at a Nearby area that blocks all types of vision for 10 minutes.
Edges: Select 1 Edge at 1st Level.
LEVELING UP
Attributes: Roll to see if attributes increase, roll twice for CHA
and one other attribute of your choice.
HD/HP Per Level: 1d6
Edges: Select an Edge at every new Level.
STARTING GEAR
A haversack containing rations (d6), a flask of water (d6) and Pouch
with 2d6x10 coins. Dagger, Spear & Shield.

UNCOMMON FANTASY RACES 62


EDGES – RACIAL (TIEFLING)
Fire Darts – Once per day you can conjure fire darts similar to the
Magic Missile spell that cause 1d4 damage/level.
Flight – You have bat-like wings and if you forgo your Action
(Attack of other), you can fly to somewhere Nearby as your Move
but must then land or fall.
True Sight - You can see Nearby things as they are even if hidden or
disguised by magical means such as illusion, polymorph, ethereal or
magical darkness.

UNCOMMON FANTASY RACES 63


Author’s Note: I was more inspired by David Black’s, THE BLACK HACK, than
any other tabletop rpg game or supplement that I have read or used in quite a
while. TBH is succinct without losing the spirit of the game. Instead of a
confining what can and cannot be done, TBH allows the DM and players to breathe
and add meat to the bones rather than being spoon-fed pre-digested gruel. The
simplicity makes it straightforward for the DM to easily adapt existing material or
develop new material on the fly. It immediately struck me that TBH would easily
allow modular rule options and additions to suit the flavor and play style of the DM
and players. This project was initially intended to only to provide “Edges”, mini-
feats that a character could gain as they advanced but inspiration kept striking and
so additional content for followers, arcane corruption, and additional fantasy races
were added. I hope you enjoy this labor of love and find some use and inspiration
for it in your games. Thanks for your support.

Credits (alphabetically):
David Black – creator of THE BLACK HACK & suggestions
Bob Bersch – analysis & feedback
Kai Chenevert – proofreading & playtesting
Leo Chenevert – playtesting
Brett Slocum – proofreading
Karl Stjenberg – inspiration for Fungoid
The Black Hack G+ Community – feedback

THE BLACK HACK and Logo are product identity of David Black
RED KOBOLD GAMES and Logo are product identity of Kevin Chenevert

Illustration Credits (alphabetically):


Except as noted, illustrations credited below are Creative Commons Share-alike
with Attribution https://creativecommons.org/licenses/by-sa/4.0/

– Kevin Chenevert: Tully p.17, Trap p. 33, Dragonkin p.35, Svirneblin p.59
– Leo Chenevert: Kobold Warrior p. 51, Tengu p.71
– Michael Desing: Rand cover, Uh Oh p. 2, Stealth p.10, Deep Caster p.21, Level 1
p.31, Champion p.37, Darwyn p.39, Shadow p.63
– E. M. Kann: Thief p.15
– David Lewis Johnson: Lizard Man p.53
– Todd McGowan: Cleric p.21, Summoning p.25, Minotaur p.55
– Ella Michna: Kitsune p.49 Copyright 2017 Ella Michna, used with permission
– Karl Stjernberg: Fungoid p.41 Copyright 2016 Karl Stjernberg, used with
permission

CREDITS 64
DESIGNATION OF PRODUCT IDENTITY: The name “THE NO CLASS HACK” and “The Black Hack”, all logos and
layout are product identity No illustrations in this document are Open Content, see Illustration Credits for attribution

OPEN GAME LICENSE Version 1 0a


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All Rights Reserved
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LEGAL 65

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