Monday, September 22, 2025

Cleric of the Black Grip

This is written for the "Zak Hack"--the old school 5e hack I play in my home game.

The Black Grip, a spooky death cult, is derived (by the player who first used it) from the Black Hand faction in the old (and very cool) TSR boardgame Divine Right.

It is basically a necromancer/cleric class.

This class is written in the cheat-sheet style I use for my new players so they don't have to immediately learn a lotta D&D-specific rules and terms. Skills and background as normal.

CLERIC OF THE BLACK GRIP

Roll d8 for hit points every time you level up (add your Constitution bonus if any)


Lvl 1 –0xp

-Bonus proficiencies in Medicine.

-Mindless undead of your level HD or less will not attack you if there is any other available target on your side.

-Add 2 first level spells


Lvl 2 –300xp

-Feign death 1/day.

-Add a first level spell


Lvl 3 –900xp

-Add one first level spell and two second-level spells


Lvl 4 –2700xp

-Add one second-level spell


Lvl 5 –6500xp

-Add two 3rd level spells

-Add +1 to:

Skills that you have bubbled in

Shooting/throwing bonus

Close Combat bonus

Wisdom Save

Intelligence Save

Save number vs your magic

Magic attack bonus


Lvl 6 –14,000xp

-Undead must make a Wis save (your Wis is DC) to harm you.

-Add one third-level spell


Lvl 7 –23,000xp

-Add one 4th level spell


Lvl 8 –34,000xp

-Control HD of undead=Wisdom mod.

-Add one 4th level spell


Lvl 9 –48,000xp

-Add one 4th and one 5th level spell

-Add +1 to:

Skills that you have bubbled in

Shooting/throwing bonus

Close Combat bonus

Wisdom Save

Intelligence Save

Save number vs your magic

Magic attack bonus

Lvl 10 –64,000xp

-Add one 5th and two 4th level spells


Lvl 11 –85,000xp

-Add one 6th level spell


Lvl 12 –100,000xp

-Raise any ability scores by 4 points total


Lvl 13 –120,000xp

-Add one 7th level spell

-Add +1 to:

Skills that you have bubbled in

Shooting/throwing bonus

Close Combat bonus

Wisdom Save

Intelligence Save

Save number vs your magic

Magic attack bonus


Lvl 14 –140,000xp

-Bonus necromantic spell of any level you can cast (from any spell list)


Lvl 15 –165,000xp

-Add one 7th level spell


Lvl 16 —195,000xp

-Raise any ability scores by 4 points total


Lvl 17–225,000xp

-Reflects all radiant damage, half damage from sound atks.

-Add +1 to:

Skills that you have bubbled in

Shooting/throwing bonus

Close Combat bonus

Wisdom Save

Intelligence Save

Save number vs your magic

Magic attack bonus


Lvl 18 –265,000xp

--Add one 5th level spell


Lvl 19 –305,000xp

-Immune to level drain and advantage vs any necrotic damage.

--Add one 6th level spell


Lvl 20 –355,000xp

-Bonus radiant, sonic, or illusion spell of any level you can cast (from any spell list).

--Add one 7th level spell

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Spells—(All are the old school LotfP versions unless otherwise noted) SPELL LEVEL 1 Attract undead—Undead in the area move toward a target you touch and try to kill it Bless—Give anyone d6+level extra points to add or subtract from any die roll (except damage or hit point rolls). Last 24 hours. Cause Fear—Touch someone and they’re afraid of you if they fail a save. Command—Give a one word command to someone they have to follow if they fail a save Cause Light Wounds—Touch someone and cause d6+level hit points damage to them OR remove one harmful condition (like Paralysis, etc) Cure Light Wounds—Touch someone and heal d6+level hit points Detect Evil/Good—Detect supernaturally intense good or evil Invisibility to Undead—Undead can’t see you Protection from Evil/Good—Supernaturally evil or good creatures must roll twice and pick the lowest to hurt you and you roll twice & pick the highest to save vs them Purify Food and Drink—Make food or drink pure Putrefy Food and Drink—Spoil food and drink Remove Fear—Touch someone and they stop being afraid Sanctuary—No-one can attack you unless they roll a save. You have to not attack them. Speak to Dead—10 minutes Turn Undead—Make undead flee SPELL LEVEL 2 Augury—Ask the spirits whether a given course will go well or poorly Delay Poison—Poison takes longer to hurt you and can bring you back from poisoning death if cast immediately Enthrall—A crowd listens to you and you can try to make them follow your suggestions Heat Metal—Armor, weapons, etc heat up until scorching Heroism—Touched targets acts as if you are d4 levels higher for a time equal to your level Resist Cold—Take less damage from cold Resist Fire—Take less damage from fire Silence 15’ radius—Make silence in an area. 120’ range, lasts 2 rounds/level Spiritual Weapon—A weapon that attacks using your wisdom instead of strength (details in 5th edition book) SPELL LEVEL 3 Animate Dead—Create 1 HD worth of skeletons/zombies per caster level. Some restrictions apply. Extra abilities cost 1 HD minimum. Cure Disease—Range: Touch Cause Disease—Range: Touch Cruel Curse: Target must never or always do something they did in the last 2 rounds on a failed save. You pick. Dispel Magic—20’x20’x0’ cube area, shuts down magic. Range 120’. Magical creatures in the area lose their abilities for 2d6x10 minutes if they fail a save. Can be cast in the same round as an enemy casts a spell to counterspell it. Magic Vestment: If you wear no other armor, gain +2 armor class PLUS +1 Armor Class per your cleric level. Remove Curse Sacrifice: Remove any number of hit points from yourself and give them to a touched creature Vampiric Touch: steal d6+1 hit points from someone with a touch Zone of Truth—Area where you can’t lie (details in 5th edition book) SPELL LEVEL 4 Cause Serious Wounds—Touch attack: Do d8+your level+target’s level damage Cure Serious Wounds—Heal touch: Heal d8+your level+target’s level hit points Detect Lie—Works on any statement in the last hour Divination—Ask the gods for information. Base chance of accuracy is 60%+1% per caster level Guardian of Faith—A spiritual ghost thingy attacks any enemy that comes within 10’ the first time. They get a save. It inflicts 20hp if you don't save and 10 if you do and disappears after it inflicts 60 hp. Neutralize Poison Protection from Evil/Good 10’ Radius—Like Protection from Evil/Good but works on everyone in 10’ of you Spell Immunity— Gives +8 vs mind-affecting spells, and +3 vs all others. Creates a total of (Cleric level)x10 minutes of protection, divided among the number of characters protected. SPELL LEVEL 5 Babble—A creature touched cannot ever be understood by anyone, save to avoid the effect. Cause Critical Wounds—Touch causes 4d6+caster level hit points of damage Commune—Meditate and ask 3 questions from your god. Some restrictions apply. Crawling Bones—Bones and bone fragments in the area, new and old) animate and cause anyone under 3 HD to flee in fear. They last 10mins/;eve; Cure Critical Wounds—Touch cures 4d6+caster level hit points of damage Dispel Evil—All supernaturally evil creatures within 30’ must save or be destroyed False Seeing—See things as the opposite of how they are. No save. Range: Touch. Lasts 1 round/level Quest—A creature must save or be compelled to go on a quest for you. Some restrictions apply. Tongues—The cleric and another creature can communicate forever. True Seeing—See through illusions, invisibility, etc. Range: Touch. Lasts 1 round/level SPELL LEVEL 6 Anti-Life Shell—Like anti-magic shell but its a forcefield that keeps living things out. Anti-Magic Shell—Like chocolate shell but its a forcefield that keeps magic out, not like chocolate shell. Find the Path—Someone can find the most direct route to a destination (not object or creature). Range: touch. Lasts 10min per level. Forbiddance—No-one can teleport or go in or out from another dimension or plane within 60’ square area. Range: 120’ Harm—Takes away all, but 1d4 Hit Points from the victim touched and inflicts a disease. Heal—Heals all but 1d4 points of damage and removes any affliction or disease. Lost the Path—Someone cannot find their a destination (not object or creature). Range: touch. Lasts 10min per level. Bone Regenerate—Recover a lost limb but its bone Stone to Flesh Word of Recall—Teleport back to the cleric’s sanctuary (they must name the sanctuary and it must be a very familiar place) SPELL LEVEL 7 Control Weather Earthquake Holy Word Part Water Raise Undead Army
Raise Undead Navy Reincarnation Create A Fucking Colossus Made of Dead Bodies Out Of A Slain Army

There are a couple of new and undescribed spells in there, if you get a player with a 13th level Black Grip cleric and you need to know what these do and can't figure it out yourself then ask me. So far my players aren't there yet.
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