The Katt Kirsch Blogsperience

The Guided Hand: A B/X Class

(For the Rainbow OSR Discord's Secret Santa this year, Rook had a simple request: A new character class, anything you like but not-silly. I drew inspiration from Robert Eggers' masterful The Witch and Lukas Feigelfeld's lesser-known but far more harrowing Hagazussa for a slightly different take on a witchy hybrid class. I'd probably allow for some kind of natural kinship with wild animals in my games, and if your table is more magically inclined maybe let them read scrolls on 5-in-6? Or maybe don't worry about it because balance is for gymnastics, not elfgames. Enjoy, and happy holidays!


From the inkblack depths of the Suffocant Wood, A voice of antiquity rings like a church bell in your ears. Your father would sooner sell you at market than acknowledge his folly; it was he that brought you here, to the edge of the civilized world, to that place where the elden ways might still find purchase – and find purchase they surely have.

You are a thrall to a mischievous spirit who delights in empowering the meek, curdling the pomp and piety of the New Way. Your frailty matters not – He will guide thy hand.


Guided Hands are wayward maiden-waifs given over to a Benefactor, which protects them in a mockery of their former virtues. Those who approach their accursed patron with humility and sorrow are granted colossal power and an opportunity to see the world, and adventure beyond the confines of their lonesome abodes.

To those sensitive to the dark arts, a Benefactor’s presence casts a grim pall over a Guided Hand. Children feel ill at ease, domestic animals keep their distance, and pious elders sense a vague, unsettling evil stirring in their midst. They may not suspect the Guided Hand at first, so sweet and frail as they seem… but it is their blood, black as pitch, which reveals their true nature.

Combat

Guided Hands can use all types of weapons, but cannot use shields or wear any type of armour. They must rely on fate to keep them safe.


Table 1


Thy Bewitching Grace

The Guided Hand may cast Charm Person once per day. Beginning at 4th level, they may cast Levitate once per day. These increase to twice a day at 7th level, and thrice at 10th level.

What Wouldst Thou Give

The Guided Hand begins play with a number of ā€œGiftsā€ from their benefactor, listed below).

I Conjure Thee to Speak To Me: Once, during each full moon, you may ask your benefactor a yes-or-no question that they must answer truthfully to the best of their knowledge.

I Will Guide Thy Hand: Once, during each new moon, a Guided Hand may beseech their benefactor for their blessing (this takes a single round of concentration). Thereafter, they may select one of their Attributes. Treat that Attribute’s score as an 18, and its positive modifier for applicable checks as a +3 modifier. This lasts until the next new moon.

Thy Work Is Not Yet Complete: If the Guided Hand would die by wounds issued by man or beast, they save vs. Death. On a success, they return to life next round at 1hp.

After Reaching 9th Level

A Guided Hand may choose to form a coven. 2d6 Guided Hands of levels 1-3 will heed the call, leaving their old lives behind to follow a new way.