These are the evil, chaotic dwarfs of my homebrew setting. Dwarfs who treat with the forces of hell in return for arcane power. Currently the class uses the magic-user spell list, if I ever do a warlock class it would likely use a modified version of that spell list.
Renegade Dwarf
Requirements: Minimum CON 9
Prime requisite: INT & STR
Hit Dice: 1d6
Maximum level: 10
Armour: No armour or shields
Weapons: Dagger, sling, warhammer, staff
Languages: Alignment, Common, Dwarvish, Diabolic, Hobgoblin, Goblin.
Alignment: Renegade dwarfs must be of chaotic alignment.
Prime requisites: A renegade dwarf with at least 13 INT and STR gains a 5% bonus to experience. A renegade dwarf with an INT of at least 16 and a STR of at least 13 receives a +10% XP bonus.
Arcane Magic
Patron disfavour: Renegade dwarves draw their arcane power from a hellish patron who may withdraw the characters arcane abilities if their acts displease them.
Magical research: A renegade dwarf of any level may spend time and money on magical research. This allows them to add new spells to their spell book and to research other magical effects. When a renegade dwarf reaches 9th level, they are also able to create magic items.
Spell casting: Renegade dwarves carry spell books containing the formulae for arcane spells. The level progression table (below) shows both the number of spells in the renegade dwarf’s spell book and the number they may memorize, determined by the character’s experience level. Thus, a 1st level renegade dwarf has one spell in their spell book, selected by the referee (who may allow the player to choose). The list of spells available to renegade dwarfs is found in Magic-User Spells.
Using magic items: As spell casters, renegade dwarves are able to use magic scrolls of spells on their spell list. They can also use items that may only be used by arcane spell casters (e.g. magic wands).
Forbidden Casters
All dwarves are forbidden from using arcane magic by their creator thus when a renegade dwarf casts a spell they must make save vs petrification at a minus one per level of the spell cast. On a failed save 1% of the renegade dwarf’s body is turned to stone starting from their toes and working its way up. This petrification is irreversible and cannot be affected by a stone to flesh spell.
Infravision
Renegade dwarves have infravision to 60’
Listening at Doors
Renegade dwarves have a 2-in-6 chance of hearing noises
After Reaching 10th Level
A renegade dwarf may construct a stronghold (usually in the form of a tower). 1d6 apprentices of levels 1–3 will then arrive to study under the renegade dwarf.
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