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(Created page with " [back to class tracks] You have a magic brand on your body that rejects any attempts to heal or remove it, even through magic. This brand has given you strange abilities, such as the ability to see into the spiritual world or to witness ghosts that others might not notice. Furthermore, your brand occasionally bursts forth into ghostly light, filling you with otherworldly power. thumb|681x681px The exac...")
 
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__NOAUTOLINKS__
[[File:Hellcrafter.png|thumb]]
''Source: Harker's Guide to Vampire Hunting''


[[Class Tracks (MythCraft Harker's playtest)|[back to class tracks]]]
Summoners that specialize in drawing fiends from the pits of a hellscape created through unknowable occult magic, hellcrafters are brutal summoners and powerful commanders. By imbuing a corpse with the spirit of a fiend, hellcrafters create hellspawn, powerful minions that enforce their masters’ will. As a hellcrafter, you can develop your talents summoning a multitudinous swarm of hellspawn, summon one powerful hellspawn champion, or cultivate your skills as a ritualist. You might also embrace the path of the hellbound, suffusing your Essence with energy from hell.


You have a magic brand on your body that rejects any attempts to heal or remove it, even through magic. This brand has given you strange abilities, such as the ability to see into the spiritual world or to witness ghosts that others might not notice. Furthermore, your brand occasionally bursts forth into ghostly light, filling you with otherworldly power.
'''<big><u>Hellcrafter Tracks</u></big>'''
[[File:Branded.png|thumb|681x681px]]
 
The exact nature of how and why you have this brand is up to you and your MC. If you are playing ''[[Soliloquy of Annihilation]]'' or ''Daughter of the Shadows'', the campaign includes specific lore justifications for your brand. Your MC will give you some information about your brand at the beginning of the campaign, and you will learn more as you play.
'''[[Hellcrafter#Champion Track|Champion.]]''' Summon a powerful spirit from Hell to imbue into a mighty corpse. By twisting occult magic to your will, you augment this hellspawn with great power to fight as your champion.
 
'''[[Hellcrafter#Hellbound Track|Hellbound.]]''' Having descended into Hell and emerged with an otherworldly command of fire, fuel your weapon’s strikes with wrathful brimstone.
 
'''[[Hellcrafter#Hordemaster Track|Hordemaster.]]''' You specialize in summoning scores of hellspawn. By ripping fiends from Hell and binding them to dozens of corpses, you can raise a terrifying army in a matter of moments.
 
'''[[Hellcrafter#Ritualist Track|Ritualist.]]''' Through dark machinations and sinister incantations, you have become an expert in occult ritualism. Your capacity to manipulate occult rituals is nothing to be trifled with.
 
== Hellcrafter Subclass Tracks ==
 
=== Hellcrafter Entry Talent ===
After gaining the Hellcrafter Entry talent, you can take talents from any of the Hellcrafter tracks.  
{| class="wikitable"
{| class="wikitable"
!Talent
!Talent
Line 11: Line 25:
!Tags
!Tags
|-
|-
|'''Branded'''
|'''Hellcrafter Entry'''
|[[Berzerker]] Entry
|Character Level 2
|You have a brand on your body that magically reappears whenever you magically heal it, cut it off, or otherwise try to remove it. Gain the Fury ability. Whenever you use Fury, your brand bursts into flames that cause no mechanical harm to you or any other creature or object. This results in searing psychic pain, but your resolve allows you to make this mechanically negligible.
|When you take this entry talent, gain the following abilities.
'''Fury:''' When you make a melee attack, you may gain +2 to your attack rolls, but all attacks against you have TA and your mental defenses reduce by 2. This lasts until the start of your next turn.
 
|''Berzerker, Branded''
* '''Essence Burn (1/Recoup).''' When you hit a creature with a melee attack, you may take 1d4 psychic damage that you cannot negate or reduce. In exchange, the creature suffers Burning 1d4.
 
* '''Soulbind (1/Rest).''' By touching a corpse for 1 minute, you draw forth a spirit from hell and imbue its Essence into the corpse. You create a ML 1 or lower hellspawn that follows your unspoken commands. This is your Hellspawn Champion. The Hellspawn Champion lasts for 24 hours or until you use this power on a new corpse. Alternatively, you may use this power to extend the life of a creature summoned in this way for an additional 24 hours.
 
* '''Occult.''' You gain +1 Occult Power from this talent and from every talent you take in the Hellcrafter stack. You do not gain additional SP unless noted in an individual talent.
|''Class Entry, Hellcrafter''
|}
[[File:Champion.png|thumb|250x250px]]
 
=== Champion Track ===
{| class="wikitable"
!Talent
!PreReq
!Description
!Tags
|-
|-
|'''Eternal Mark'''
|'''Champion Hellspawn'''
|Branded
|Hellcrafter Entry
|You are harder than ever to [[kill]]. The number of Death Points it takes to kill you increases by 2. Whenever you receive any kind of healing aside from Catching your Breath, Recouping, or Taking a Rest, make a DC 12 LUCK check. On a fail, you do not gain any HP from the healing, but gain any secondary benefits.
|Gain the Champion Hellspawn ability.
|''Berzerker, Branded''
 
* '''Champion Hellspawn (1/Rest).''' When you use Soulbind, you may summon a particularly powerful Hellspawn.
 
The Hellspawn's stats are modified in the following ways:
 
* It gains +5 max HP per Hellcrafter talent you have.
* It gains +1 to all of its defenses.
* It gains +1 to attacks and damage.
|''Hellcrafter, Champion''
|-
|-
|'''Soul Brand'''
|'''Savage Attacks'''
|Eternal Mark
|Champion Hellspawn
|Your soul is permanently scarred.
|Your Hellspawn Champion’s natural weapon damage increases by one die size (such as from 1d4 to 1d6, max 1d12).
You can never be resurrected.
If it did not have a natural weapon, it gains a claws attack.


Gain the Branded Retaliation ability.
* '''''Claws:''''' ''Reach 5 ft Natural Weapon.'' +STR or DEX vs AR. '''Hit:''' 1d4 + STR or DEX sharp damage.
|''Hellcrafter, Champion, Repeatable''
|-
|'''Tentacles'''
|Champion Hellspawn
|''Repeatable.'' Your Hellspawn Champion has +2 TA on Grappling checks.
You cannot take this talent more than 3 times.
|''Hellcrafter, Champion, Repeatable''
|-
|'''Long Limbs'''
|Champion Hellspawn
|Your Hellspawn Champion has +5 ft reach on natural weapon attacks originating from their arms.
|''Hellcrafter, Champion''
|-
|'''Resistant Hellskin'''
|Champion Hellspawn
|''Repeatable.'' You and your Hellspawn Champion gain Resist +2 against one damage type: cold, corrosive, fire, lightning, sonic, or toxic. You cannot choose the same type of damage twice with this talent.
|''Hellcrafter, Champion, Repeatable''
|-
|'''Resistant Hellskin II'''
|Champion Hellspawn
|''Repeatable.'' You and your Hellspawn Champion gain Resist +2 against one damage type for which you already have Resist: cold, corrosive, fire, lightning, sonic, or toxic. You cannot choose the same type of damage twice with this talent.
|''Hellcrafter, Champion, Repeatable''
|-
|'''Bestial Spawn'''
|Champion Hellspawn
|You may use Soulbind on the corpse of a creature with the beast tag when making your Hellspawn Champion. This has the stats of an appropriate creature with the beast tag of an ML that you can create using your Champion talents. It has the undead and fiend tags in addition to its normal tags.
|''Hellcrafter, Champion''
|-
|'''Monstrous Spawn'''
|Champion Hellspawn
|You may use Soulbind on the corpse of a creature with the monstrosity tag when making your Hellspawn Champion. This has the stats of an appropriate creature with the monstrosity tag of an ML that you can create using your Champion talents. It has the undead and fiend tags in addition to its normal tags.
|''Hellcrafter, Champion''
|-
|'''Echo of Life'''
|Champion Hellspawn
|When making your Hellspawn Champion, you may choose to use the stats of any creature with the humanoid tag that cannot cast spells and that has an ML that you can create using your Champion talents. It has the undead and fiend tags in addition to its normal tags.
|''Hellcrafter, Champion''
|-
|'''Whisper of Life'''
|Champion Hellspawn
|When making your Hellspawn Champion, you may choose to use the stats of any creature with the undead tag that has an ML that you can create using your Champion talents. It has the fiend tag in addition to its normal tags.
|''Hellcrafter, Champion''
|-
|'''Winged Horror'''
|Champion Hellspawn
|Your Hellspawn Champion has wings. For every 20 ft it falls vertically, it may reactively move 20 ft horizontally. It only takes falling damage if it falls more than 40 ft.
|''Hellcrafter, Champion''
|-
|'''Strength of the Champion'''
|Champion 3
|Your Hellspawn Champion can be ML 2 or lower.
|''Hellcrafter, Champion''
|-
|'''Devilish Spawn'''
|Strength of the Champion
|When you use Soulbind on the corpse of a humanoid when making your Hellspawn Champion, you may choose to use the stats of any creature with the fiend tag of an ML that you can create using your Champion talents. It has the undead tag in addition to its normal tags.
|''Hellcrafter, Champion''
|-
|'''Hulking Hellspawn'''
|Strength of the Champion
|When you summon a Hellspawn Champion whose Size would normally be Medium, you may choose for its Size to instead be Large. If you do, it gains +1 STR and suffers -1 DEX. It also gains +2 max HP per Hellcrafter talent you have.
|''Hellcrafter, Champion''
|-
|'''Strength of the Champion II'''
|Strength of the Champion, Champion 6
|Gain the Strength of the Champion ability.
 
* '''Strength of the Champion (1/Rest).'''  When you Recoup, your Hellspawn Champion can regain 1/2 of its max HP.


'''Branded Retaliation:''' When a creature crits against you with a melee attack, you may make a 0 AP reactive attack with a weapon you are holding, or with a natural or unarmed attack. (2/Rest)
Furthermore, Soulbind becomes 2/Rest, but you may still only have one Hellspawn Champion summoned at a time unless other talents say otherwise. Champion Hellspawn becomes 2/Rest and your Hellspawn Champion can be a hellspawn that is ML 3 or lower.
|''Berzerker, Branded''
|''Hellcrafter, Champion''
|-
|'''Leopard Head'''
|Strength of the Champion II
Incompatibilities: Bull Head, Bat Head, Insect Head, Wolf Head
|When you summon your Hellspawn Champion, you may choose to give it a leopard head unless you gave it a different head. If it has a leopard head, it has +2 Perceiving and has Darkvision +30 ft.
|''Hellcrafter, Champion''
|-
|-
|'''Soul Brand II'''
|'''Bull Head'''
|Soul Brand
|Strength of the Champion II
|When you use Branded Retaliation, if you have any Death Points, then your crit range increases by 2 for your reactive attack.
Incompatibilities: Leopard Head, Bat Head, Insect Head, Wolf Head
|''Berzerker, Branded''
|When you summon your Hellspawn Champion, you may choose to give it a bull head unless you gave it a different head. If it has a bull head, it has +1 max HP per Hellcrafter talent that you have.  
|''Hellcrafter, Champion''
|-
|-
|'''Spirit Sight'''
|'''Bat Head'''
|Eternal Mark
|Strength of the Champion II
|You are haunted by ephemeral sightings of ghosts and demons. While your Ferocious or Fury abilities are active, you gain Spirit Sight.
Incompatibilities: Leopard Head, Bull Head, Insect Head, Wolf Head
'''Spirit Sight:''' You can see invisible and ethereal creatures within 60 ft of you. You can also see areas where planar [[travel]] is particularly easy or common, such as permanent gateways, even if they are not typically visible to the naked eye.
|When you summon your Hellspawn Champion, you may choose to give it a bat head unless you gave it a different head. If it has a bat head, when it is Blinded but not Deafened, it treats other creatures as Concealed instead of Unseen.  
|''Berzerker, Branded''
|''Hellcrafter, Champion''
|-
|-
|'''Spirit Sight II'''
|'''Insect Head'''
|Spirit Sight
|Strength of the Champion II
|You also gain Spirit Sight whenever you are Bloodied.
Incompatibilities: Leopard Head, Bull Head, Bat Head, Wolf Head
|''Berzerker, Branded''
|When you summon your Hellspawn Champion, you may choose to give it an insect head unless you gave it a different head. If it has an insect head, it gains +2 Perceiving and cannot be Completely Surprised.
|''Hellcrafter, Champion''
|-
|-
|'''Shademarked'''
|'''Wolf Head'''
|Branded 4
|Strength of the Champion II
|When you attack with Fury, you may increase your crit range by 2. If you do, make a LUCK check. The DC is 10 + your Branded talents. If you fail, you gain 2 Fear as your brand scalds your psyche. If you fail by 10 or more, or if you crit fail, then you gain no Fear; instead, you summon a shade, an inverse echo of your Essence bent on destruction of all that you hold dear. It has the stats of a [[Slaugh]], rolls its own [[Initiative]], and is violently hostile to your allies. Whenever you deal [[damage]] to your shade, you also take that damage.
Incompatibilities: Leopard Head, Bull Head, Bat Head, Insect Head
|''Berzerker, Branded''
|When you summon your Hellspawn Champion, you may choose to give it a wolf head unless you gave it a different head. If it has a wolf head, it gains +2 Tracking and gains an additional +1 TA from Flanking.  
|''Hellcrafter, Champion''
|-
|-
|'''Blood Circle'''
|'''Strength of the Champion III'''
|Shademarked
|Strength of the Champion II, Champion 8
|When using a melee or reach weapon, you may
|Your Hellspawn Champion can be ML 4 or lower. Champion Hellspawn becomes +2 to all defenses.
make a special attack: Blood Circle.
|''Hellcrafter, Champion''
|-
|'''Monstrous Traits'''
|Strength of the Champion III
|When you summon a Hellspawn Champion, it gains one trait: Iron Will, Steel Mind, Vigilant, DR 2/Silvered Weapons, or DR 2/Magical Weapons.
|''Hellcrafter, Champion''
|-
|'''Hulking Hellspawn II'''
|Strength of the Champion III, Hulking Hellspawn
|When you summon a Hellspawn Champion who would normally be Medium or Large, you may choose for its Size to instead be Huge. If you do, it gains +2 STR and suffers -2 DEX. It also gains +3 max HP per Hellcrafter talent you have.
|''Hellcrafter, Champion''
|-
|'''Resistant Hellskin III'''
|Strength of the Champion III, Resistant Hellskin II
|Hellspawn Champion gains Immune against one damage type of your choice for which it previously had Resist 2 or more: cold, corrosive, fire, lightning, sonic, or toxic.
|''Hellcrafter, Champion''
|-
|'''Winged Horror II'''
|Strength of the Champion III, Winged Horror
|Your Hellspawn's vertical jump distance is tripled.
|''Hellcrafter, Champion''
|-
|'''Strength of the Champion IV'''
|Strength of the Champion III, Champion 10
|Your Hellspawn Champion can be ML 5 or lower.
Your Strength of the Champion ability now brings your Hellspawn to full HP.
|''Hellcrafter, Champion''
|-
|'''Monstrous Traits II'''
|Strength of the Champion IV, Monstrous Traits
|Monstrous Traits becomes two traits from Iron Will, Steel Mind, Vigilant, DR 2/Silvered Weapons or DR 2/Magical Weapons.
|''Hellcrafter, Champion''
|-
|'''Brutal Strikes'''
|Strength of the Champion IV
|You and your Hellspawn Champion deal +2 damage whenever hitting a hostile creature.
|''Hellcrafter, Champion''
|-
|'''Terrifying Speed'''
|Strength of the Champion IV
|Your Hellspawn Champion can take move one additional time on each of its turns.
|''Hellcrafter, Champion''
|-
|'''Winged Horror III'''
|Strength of the Champion IV, Winged Horror II
|Your Hellspawn Champion gains a fly speed equal to its walking speed.
|''Hellcrafter, Champion''
|-
|'''Strength of the Champion V'''
|Strength of the Champion IV, Champion 13
|Your Hellspawn Champion can be ML 6 or lower.
|''Hellcrafter, Champion''
|-
|'''Champion of Hell'''
|Strength of the Champion V
|Gain the Spirit of Malice ability.
 
* '''Spirit of Malice.''' The Hellspawn Champion can change its form as though you resummoned it when you Recoup, allowing you to customize its abilities based on the talents you have taken in this track.
 
Furthermore, Soulbind becomes 3/Rest, but you may still only have one Hellspawn Champion summoned at a time unless other talents say otherwise. Champion Hellspawn becomes 3/Rest and +3 to all of its defense. Your Hellspawn Champion also deals +2 damage when you have Death Points and are Bloodied.
 
* '''''Level 30:''''' Spirit of Malice can also be done once for 1 AP on your turn 1 per Recoup. Champion Hellspawn becomes +5 to all defenses..
|''Hellcrafter, Champion, '''Capstone'''''
|}
[[File:Hellbound2.png|thumb|250x250px]]


Blood Circle costs 4 AP and targets every creature within 5 ft of you. Roll one attack with your weapon, comparing it to the AR of each creature within range. On a hit, they take normal weapon damage. On a miss, they take no damage.
=== Hellbound Track ===
|''Berzerker, Branded''
<blockquote>Note: This is a shared subclass track with the zealot class </blockquote>
Having clawed their way from the very pits of the inferno, the Hellbound walks a thin line between zeal and sacrilege; empowered to act by the brand of Hell upon their soul. Through sheer will and command of darker forces these warriors supplant the divine with the profane, yet they seek ever to redeem themselves from the misdeeds of their past lives, freed now from the grip of damnation, and determined to break that hold upon not only their own whims but of others cursed by the denizens of Hell.
Many Hellbound strive to cleanse their diabolical powers and channel their fiery wrath for good, while others embrace their insurmountable link with damnation and give in to its overwhelming power.
{| class="wikitable"
!Talent
!PreReq
!Description
!Tags
|-
|-
|'''Burning Resolve'''
|'''Infernal Bond'''
|Branded 6
|Zealot Entry or Hellcrafter Entry
|You may burn away your fear. By gaining 1 Death Point and removing no Death Points during your current Recoup or Rest, you may remove 2 Fear. (1/Recoup)
|Gain the Infernal Bond ability.
|''Berzerker, Branded''
 
* '''Infernal Bond (2/Rest).''' Whenever you fail a CHA check, or a creature makes a successful attack against your WILL, you may reroll that check or force that creature to reroll their attack, taking the new result.
 
If you have Zealot Entry, this talent and all other Hellbound talents have the zealot tag. If you have Hellcrafter Entry, this talent and all other Hellbound talents have the hellcrafter tag. If you have both the Hellcrafter Entry and Zealot Entry talents, choose whether this track is considered a Zealot or Hellcrafter track for you.
|''Hellbound''
|-
|-
|'''Greatweapon'''
|'''Fire Scion'''
|Shademarked
|Infernal Bond
|You may channel the mystical power of your brand into a specific weapon.
|You gain Resist Fire +3.
That weapon must have the two-handed or unwieldy property.
Gain the Fire Scion ability.


When you Take a Rest, you may imbue this weapon with the power of your brand. It becomes your Greatweapon. You may make a weapon that is already magical your Greatweapon, provided that it has the two-handed or unwieldy property.
* '''Fire Scion (½ CHA/Rest).''' When you take any fire damage, you can spend 1 Reactive AP to gain Affinity to it (including the damage you just took) for 1 minute. The first time you deal any damage after using this ability, you deal +1d6 fire damage.


Your Greatweapon is unbelievably large, gaining +5 ft reach and becoming unusable in [[combat]] by anyone other than you. It also has runic detailing on the blade that closely resembles your brand.
This talent and any Hellbound talent you take with the fire tag grants you +5 SP. When you cast any occult or divine spell, prayer, or chant that deals damage, you may choose to deal fire damage instead of its normal damage.
|''Hellbound, Fire''
|-
|'''Disciple of Flame'''
|Fire Scion
|Learn 2 arcane spells from the following list. They count as divine spells for you if this talent has the zealot tag, and as occult spells if this talent has the hellcrafter tag. If you did not have a magic attribute already, then it is CHA.
'''''Arcane spells:''''' [[Fan the Flames]], [[Fireball]], [[Fire Shield]], [[Nova]], [[Wall of Fire]], [[Wave of Fire]]
|''Hellbound, Fire, Repeatable''
|-
|'''Flameblade'''
|Fire Scion
|Gain the Flameblade ability.


You may only have one such weapon at a time. If you imbue your brand to create a new Greatweapon, your first one magically reverts to its normal, mundane form.
* '''Flameblade (2/Rest).''' For 2 AP you set a melee weapon in your hands ablaze for 1 minute, converting all of your damage done with that weapon to fire. While active, this is considered your Flameblade and you may choose to attack a creature’s REF instead of their AR, and you may choose to use your CHA for attacks and damage with your Flameblade.
|''Hellbound, Fire''
|-
|'''Burning Resurgence'''
|Flameblade
|Flameblade becomes 1⁄2 CHA/Rest. Once you have taken 10 talents with the hellbound tag, you regain +1 use of Flameblade whenever you Recoup.
|''Hellbound, Fire''
|-
|'''Flame Strike'''
|Disciple of Flame, Flameblade
|Whenever you hit a creature with your Flameblade while ablaze, they gain Burning 1d4 for 1 minute.
|''Hellbound, Fire''
|-
|'''Swirling Vortex'''
|Disciple of Flame, Flameblade
|When you hit a creature with your Flameblade while it is ablaze, you may spend 1 Reactive AP to deal your CHA in fire damage to any creature within 5 ft of that creature, including yourself. This damage activates your Fire Scion feature for no additional Reactive AP cost if you are subjected to this damage.
|''Hellbound, Fire''
|-
|'''Flameblade II'''
|Flameblade
|You may choose to ignore any Resist Fire with your Flameblade. Additionally, you gain +1 TA on attacks against a creature afflicted with the Burning condition.
|''Hellbound, Fire''
|-
|'''Flameblade III'''
|Flameblade II, Flame Strike, Hellbound 6
|While your Flameblade is ablaze you ignore Immune Fire, treating a creature with such as if they only possessed Affinity. You additionally gain +1 crit range against a creature that is on fire, and hitting such a creature extends their Burning duration by 1 round.
|''Hellbound, Fire''
|-
|'''Hellfire'''
|Flameblade III, Hellbound 12
|While your Flameblade is ablaze, you deal +1d4 fire damage with your Flameblade. Additionally, when you apply the Burning condition it is increases by 1 die size (e.g. 1d4 becomes 1d6).
|''Hellbound, Fire''
|-
|'''Focused Resolve'''
|Fire Scion, Hellbound 4
|Whenever an attack against your mental defenses misses, you gain +1 TA on your next attribute check or attack against the originating creature or any of its allies.
|''Hellbound''
|-
|'''Fiendish Fervor'''
|Focused Resolve, Hellbound 8
|Gain the Fiendish Fervor ability.


Deal +2 damage on all hits with your Greatweapon. Your Greatweapon counts as magical and costs 5 Essence (plus its normal Essence, if you turned a magical weapon into your Greatweapon).
* '''Fiendish Fervor (2/Rest).''' When you hit a creature with the fiend tag you may spend 1 AP to unnerve that creature. Make a magic attack against the WILL of the struck creature. On a hit, that creature is Shaken until the end of your next turn. On your subsequent turns, if you hit the same Shaken creature again, you may spend 1 AP to continue the Shaken duration.
|''Berzerker, Branded''
|''Hellbound''
|-
|-
|'''Scourging Resolve'''
|'''Burning Fervor'''
|Branded 6
|Fiendish Fervor, Flameblade
|You may sear away your fear. By taking 1d10 psychic damage that you cannot reduce in any way, you may remove 2 Fear. (1/Recoup)
|You may now use your Fiendish Fervor talent on any creature afflicted with Burning.
|''Berzerker, Branded''
|''Hellbound''
|-
|-
|'''Branded II'''
|'''Fiendish Fervor II'''
|Burning Resolve or Scourging Resolve
|Fiendish Fervor
|Gain the Marked, Ferocious II, or Juggernaut talent. Your Brand bursts into flame when you use any ability that you gained from this selection.
|Choose 2 creature tags. Fiendish Fervor can also be used on those creatures. You now regain +1 use of your Friendish Fervor whenever you Recoup.
|''Berzerker, Branded''
|''Hellbound, Repeatable''
|-
|-
|'''Shademarked II'''
|'''Crushing Fervor'''
|Branded II
|Fiendish Fervor
|By spending 10 minutes in a trance, you can draw forth a shade willing to serve you for a short time. It will serve you unquestioningly, to the point of death, for a number of hours equal to 1 + 1/2 your CHA (min 1). At the end of this time, it dissipates. For the duration, you can cause the spirit to appear anywhere within 60 ft of you by spending 1 AP. When it appears and on each of your turns while the spirit is there, you may spend 1 additional AP to allow the spirit to grant TA to a creature that it is adjacent to until the start of your next turn, or to increase an adjacent creature’s AR by 1 until the start of your next turn. (1/Rest)
|Gain the Crushing Fervor ability.
|''Berzerker, Branded''
 
* '''Crushing Fervor.''' When you hit a creature that is currently Shaken you may spend 1 AP to terrify them. Make a magic attack against the WILL of the Shaken creature. On a hit, that creature becomes Frightened of you until the end of your next turn. On your subsequent turns, if you hit the same Frightened creature again, you may spend +1 AP to continue the Frightened duration. This also continues the duration of Shaken from Fiendish Fervor.
|''Hellbound''
|-
|-
|'''Soul Brand III'''
|'''No Retreat'''
|Shademarked II
|Crushing Fervor
|Gain +4 Skill Points that you may spend on any END skill or [[skills]].
|You may spend 1 AP to give a creature that is Shaken or Frightened within 5 ft of you the Engaged condition.
When you Recoup, you may regain 1 use of your Branded Retaliation. (1/Rest)
|''Hellbound''
|''Berzerker, Branded''
|-
|-
|'''Blood Circle II'''
|'''Crushing Fervor II'''
|Branded 10
|Crushing Fervor
|When you attack with your Blood Circle ability, you may choose to take the damage yourself. If you do, then gain +1 TA, and even on a miss, a creature takes 1/2 damage.
|Gain the Breaking Fervor ability.
|''Berzerker, Branded''
 
* '''Breaking Fervor.''' When you hit a creature that is both Shaken and Frightened you may spend 1 AP to break them. Make a magic attack against the WILL of the afflicted creature. On a hit, that creature becomes Broken until the end of your next turn.
|''Hellbound''
|-
|-
|'''Spirit Sight III'''
|'''Crushing Fervor III'''
|Shademarked II
|Crushing Fervor II
|Gain +4 Skill Points that you may spend on any AWR skill or skills.
|Gain the Terrifying Fervor ability.
You also gain Spirit Sight whenever you have 1 or more Death Points.
 
|''Berzerker, Branded''
* '''Terrifying Fervor (½ CHA/Rest).''' When you reduce a creature afflicted with the Broken condition to 0 HP you may spend 2 Reactive AP to terrify their allies. Make a magic attack against the WILL of each hostile creature of an equal or lower ML of the creature you have slain. On a hit, the creature is Broken for 1 minute or until they take damage. On a miss, the creature is Broken until the end of their next turn or until they take damage.
|''Hellbound''
|-
|-
|'''Greatweapon II'''
|'''Focused Resolve II'''
|Branded 10
|Focused Resolve
|Whenever you kill a creature with your Greatweapon, you may calculate any damage left over after you killed it. Apply that damage to another creature within your Greatweapon's reach.
|You gain the Resolute Bastion ability.
|''Berzerker, Branded''
 
* '''Resolute Bastion (2/Rest).''' When a creature makes an attack against you or one of your ally’s mental defenses you can add +1d4 to that defense. If that attack misses, you activate your Focused Resolve talent on that creature.
|''Hellbound''
|-
|-
|'''Essence Drink'''
|'''Focused Resolve III'''
|Blood Circle II or Greatweapon II
|Focused Resolve II
|When you kill a creature, gain 1d10 [[Shield]] HP. (1/turn)
|You may now use your Infernal Bond talent CHA/Rest. Additionally, you gain +1 TA when Focused Resolve triggers from Burning creatures.
Your brand glows whenever you have Shield HP in this way.
|''Hellbound''
|''Berzerker, Branded''
|-
|-
|'''Blood Circle III'''
|'''Inspired Resolve'''
|Essence Drink
|Focused Resolve III
|Blood Circle's radius increases from 5 ft to the reach of the weapon you use to make the attack.
|Gain the Inspired Resolve ability.
|''Berzerker, Branded''
 
* '''Inspired Resolve (½ CHA/Rest).''' You may spend 2 AP to activate Focused Resolve against a single creature. If that creature is afflicted with the Engaged or Broken condition then this only costs you 1 AP.
|''Hellbound, Fire''
|-
|-
|'''Greatweapon III'''
|'''Focused Resolve IV'''
|Essence Drink
|Focused Resolve III
|Whenever you kill a creature with your Greatweapon, you may calculate any damage left over after you killed it. Apply that damage to up to three other creatures  within your Greatweapon's reach. (1/Recoup)
|You may now use Resolute Bastion CHA/Rest, and you grant you or your ally a +1d6 instead of +1d4.
|''Berzerker, Branded''
|''Hellbound''
|-
|-
|'''Eternal Mark II'''
|'''Focused Resolve V'''
|Branded 13
|Focused Resolve IV
|Increase the number of Death Points it takes to kill you by 1/2 your END. The LUCK DC to gain HP from healing abilities increases to 15.
|While benefiting from TA drawn from your Focused Resolve, you increase your crit range on a creature you attack by +1 per the following condition it is afflicted with: Shaken, Frightened, Broken, and Burning.
|''Berzerker, Branded''
|''Hellbound''
|-
|-
|'''Scouring Shockwave'''
|'''Focused Resolve VI'''
|Eternal Mark II
|Focused Resolve V, Hellbound 12
|You can slam your weapon into the ground, causing psychic fire to radiate out from you. Gain the following attack.
|
'''Scouring Shockwave:''' 5 AP, 10 ft radius or 30 ft cone (your choice each time). Make a CHA attack vs the FORT of each creature in the area. '''Hit:''' 2d6 fire, 2d6 psychic, and 2d6 blunt. '''Miss:''' 1/2 damage. '''Crit:''' Creatures are Blinded until the end of their next turn. '''Crit fail:''' The AOE switches to whichever one you did not choose. (2/Rest)
* '''(2/Recoup)''' Should you reduce a creature to 0 HP from a crit while benefiting from Focused Resolve you regain HP equal to 1d10+CHA. (2/Recoup)
|''Hellbound''
|-
|'''Hellish Transformation'''
|Infernal Bond
|You develop a trait influenced by your time spent in Hell. You may choose from the following fiendblood features: Ancestral Communion, Claws, Fiendish Endurance, Infernal Influence, or Occult Affinity.
|''Hellbound''
|-
|'''Hellish Transformation II'''
|Hellish Transformation or Blood Transformation, Character Level 5
|You gain the fiendblood Blood Transformation ability, choosing one of the available sublineages. If you already are a fiendblood, you gain +1 use of your Blood Transformation.
|''Hellbound''
|-
|'''Hellish Transformation III'''
|Hellish Transformation II, Character Level 15
|You gain +1 use of your Blood Transformation ability.
|''Hellbound''
|-
|'''Redemption'''
|Fiendish Fervor, Hellbound 14, Zealot Entry
|You’ve broken the bonds of hell upon your soul, freeing you from its influence, now able to seek your own path forward.
Flameblade becomes CHA/Rest and the extra damage dealt by Hellfire becomes +1d8. You may choose to lose any Hellish Transformation talents you have and instead gain +1 Attribute Point for each lost, but still cannot exceed any attribute limits, and you gain the Redemptive Strike ability.
 
* '''Redemptive Strike (2/Rest).''' If you have TA against a creature subject to Fiendish Fervor, you may automatically crit that creature 2/Rest. If that TA resulted from Focused Resolve, and your crit reduces the creature to 0 HP, you regain +1 use of Redemptive Strike.
 
* '''''Level 30:''''' The final cap for your CHA increases from 12 to 14 and you may now use Redemptive Strike 2/Recoup.
|''Hellbound, '''Capstone'''''
|-
|'''Descent'''
|Fiendish Fervor, Hellbound 14, Hellcrafter Entry
|You have accepted the permanence of your connection to Hell, searing its power into your soul.
Flameblade becomes CHA/Rest and the extra damage dealt by Hellfire is also dealt by your summoned Hellspawn Champion. You may choose to lose up to 3 Attribute Points to increase your uses of Blood Transformation at a rate of +1 use per Attribute Point lost.


'''''Level 30:''''' Scouring Shockwave becomes 2/Recoup and no longer has a crit fail condition.
Also, you and your summoned Hellspawn deal +1d6 psychic damage against all creatures that were Frightened or Broken by you within the past hour.
|''Berzerker, Branded, '''Capstone'''''
 
Gain the Destroyer’s Strike ability.
 
* '''Destroyer's Strike (2/Rest).''' If you hit a target that is Frightened of you, you may cause the creature to become Broken.
 
* '''''Level 30:''''' Your Hellfire fire damage and Destroyer’s Strike psychic damage both increase to 1d10.
|''Hellbound, '''Capstone'''''
|}
|}
[[File:Hordemaster.png|thumb|598x598px]]


== Table of Contents ==
=== Hordemaster Track ===
{| class="wikitable"
{| class="wikitable"
! colspan="2" |''Dungeons and Dragons 5th Edition:'' Harker's [[Guide]] to [[Vampire]] Hunting
!Talent
!PreReq
!Description
!Tags
|-
|'''Horde Summoner'''
|Hellcrafter Entry
|When you use Soulbind, you may touch four or more corpses. If you do, rather than creating one Hellspawn Champion, you create a Hellspawn Swarm, or your “Horde”. The swarm uses the stats of a hellspawn with a ML equal to or less than 1⁄2 the number of hellcrafter talents you have.
It is considered a Huge swarm of Medium creatures. During combat, the swarm cannot function unless you are within the swarm. While you are within the swarm, it is treated as a 5 ft radius aura that is centered on you. If it has a fly speed, halve this speed. You gain this fly speed while within the swarm. You may spend 2 AP on each of your turns to cause the swarm to make one of its attacks. You have +2 to your AR and physical defenses while your swarm is not Bloodied, and +1 to these defenses while your swarm is Bloodied.
 
A creature may target you or the swarm. You have Vulnerable AOE 1 while your swarm is active.
|''Hellcrafter, Hordemaster''
|-
|-
![[Races (D&D Harker's playtest)|Races]]
|'''Recall to Service'''
|[[Batfolk (D&D Harker's playtest)|Batfolk]] • [[Dhampir (D&D Harker's playtest)|Dhampir]] • [[Gretchling (D&D Harker's playtest)|Gretchling]] • [[Hellspawn (D&D Harker's playtest)|Hellspawn]]
|Horde Summoner
|Soulbind becomes 1⁄2 CHA/Rest (min 1). You may not have more than one Hellspawn Champion or Hellspawn Swarm active at one time, however.
|''Hellcrafter, Hordemaster''
|-
|-
![[Subclasses (D&D Harker's playtest)|Subclasses]]
|'''Growing Horde'''
|[[Artificer: Plague Doctor (D&D Harker's playtest)|Artificer: Plague Doctor Specialist]] • [[Barbarian: Branded (D&D Harker's playtest)|Barbarian: Path of the Branded]] • [[Bard: Infernal Archivist (D&D Harker's playtest)|Bard: College of the Infernal Archivist]] • [[Cleric: Mythology (D&D Harker's playtest)|Cleric: Domain of Mythology]] • [[Druid: Tarot (D&D Harker's playtest)|Druid: Circle of Tarot]] • [[Fighter: Curseblade (D&D Harker's playtest)|Fighter: Curseblade Archetype]] • [[Fighter: Descendant (D&D Harker's playtest)|Fighter: Descendant Archetype]] • [[Monk: Gravedigger (D&D Harker's playtest)|Monk: Way of the Gravedigger]] • [[Monk: Penitent (D&D Harker's playtest)|Monk: Way of the Penitent]] • [[Paladin: Hellbound (D&D Harker's playtest)|Paladin: Oath of the Hellbound]] • [[Paladin: Saints (D&D Harker's playtest)|Paladin: Oath of the Saints]] • [[Ranger: Vampire Hunter (D&D Harker's playtest)|Ranger: Vampire Hunter Conclave]] • [[Rogue: Dark Jester (D&D Harker's playtest)|Rogue: Dark Jester Archetype]] • [[Rogue: Sleuth (D&D Harker's playtest)|Rogue: Sleuth Archetype]] • [[Sorcerer: Aranea (D&D Harker's playtest)|Sorcerer: Aranea Bloodline]] • [[Warlock: Demon Soul (D&D Harker's playtest)|Warlock: Demon Soul Otherworldly Patron]] • [[Warlock: Nightcomer (D&D Harker's playtest)|Warlock: Nightcomer Otherworldly Patron]] • [[Wizard: Occultism (D&D Harker's playtest)|Wizard: School of Occultism]]
|Recall to Service
|Your horde’s radius becomes 10 ft, or 5 ft when Bloodied.
Additionally, your horde gains a bonus on attack rolls equal to 1⁄2 your CHA.
|''Hellcrafter, Hordemaster''
|-
|-
![[Fear and Sanity (D&D Harker's playtest)|Fear and Sanity]]
|'''Thrash of Limbs'''
|[[Fear and Sanity (D&D Harker's playtest)|Fear and Sanity]]
|Growing Horde
Incompatibilities: Clash of Claws
|The area within your horde’s radius is considered Difficult Terrain to hostile creatures. You are Concealed while within your horde’s radius.
|''Hellcrafter, Hordemaster''
|-
|-
![[Equipment (D&D Harker's playtest)|Equipment]]
|'''Thrash of Limbs II'''
|[[Equipment (D&D Harker's playtest)|Equipment]]
|Thrash of Limbs
|While your horde has full health, or has Shield HP and is not bloodied, you have Partial Cover (+3).
Your horde has +4 on Grappling checks.
|''Hellcrafter, Hordemaster''
|-
|-
![[Magic Items (D&D Harker's playtest)|Magic Items]]
|'''Thrash of Limbs III'''
|[[Magic Items (D&D Harker's playtest)|Magic Items]]
|Thrash of Limbs II
|Allies are also considered Concealed while within your horde’s radius. If your horde is not Bloodied and has Shield HP, you have Total Cover.
|''Hellcrafter, Hordemaster''
|-
|-
![[Feats (D&D Harker's playtest)|Feats]]
|'''Clash of Claws'''
|[[Feats (D&D Harker's playtest)|Feats]]
|Growing Horde
Incompatibilities: Thrash of Limbs
|While not Bloodied, your horde adds 1⁄2 your CHA to their damage rolls.
|''Hellcrafter, Hordemaster''
|-
|-
![[Spells (D&D Harker's playtest)|Spells]]
|'''Clash of Claws II'''
|[[Spells (D&D Harker's playtest)|Spells]]
|Clash of Claws
|While not Bloodied, your horde gains an attack bonus equal to your total CHA, instead of 1⁄2.
|''Hellcrafter, Hordemaster''
|-
|-
![[Bestiary (D&D Harker's playtest)|Bestiary]]
|'''Clash of Claws III'''
|[[Bestiary (D&D Harker's playtest)|Bestiary]]
|Clash of Claws II
|While Bloodied, you and your horde add 1⁄2 your CHA to damage rolls.
|''Hellcrafter, Hordemaster''
|-
|'''Growing Horde II'''
|Hordemaster 6
|Your horde’s radius becomes 15 ft, or 10 ft when Bloodied.
|''Hellcrafter, Hordemaster''
|-
|'''Recall to Service II'''
|Growing Horde II
|When you Recoup, you may regain +1 use of your Soulbind. When you use Soulbind to summon a Hellspawn Swarm and you previously had a Hellspawn Swarm, your new swarm gains Shield HP equal to your previous swarm’s current HP.
|''Hellcrafter, Hordemaster''
|-
|'''Growing Horde III'''
|Recall to Service II
|Gain the Growing Horde ability.
 
* '''Growing Horde (2/Recoup).''' When your horde occupies the space of a fresh corpse that has died within the past 10 minutes, you may spend 3 AP to resurrect the corpse, causing it to join your horde. Your horde regains 1d10+CHA HP and gains 1d10 Shield HP.
|''Hellcrafter, Hordemaster''
|-
|'''All-Out Assault'''
|Growing Horde III
Incompatibilities: Protect the Maker
|Gain the All-Out Assault ability.
 
* '''All-Out Assault.''' Spend 3 AP to turn your horde into a cone twice as long as your radius, or a line three times as long as your radius, or to turn your horde back into its typical radius shape. When a cone or line, you are on one side of the horde and do not gain benefits from being within the horde.
|''Hellcrafter, Hordemaster''
|-
|'''All-Out Assault II'''
|All-Out Assault
|Your horde gains the ability to Exploit, but you must spend your own Reactive AP for them to do so. It costs 1 Reactive AP.
|''Hellcrafter, Hordemaster''
|-
|'''All-Out Assault III'''
|All-Out Assault II
|Gain the Overrun ability.
 
* '''Overrun.''' Expend one of your uses of Soulbind to order an all-out assault. For the next 5 minutes, you may order your horde to make an attack for 1 AP, instead of 2. Whenever your horde kills a creature, your horde gains 1d10 Shield HP.
|''Hellcrafter, Hordemaster''
|-
|'''Protect the Maker'''
|Growing Horde III
Incompatibilities: All-Out Assault
|When you would take damage and no other creature would, you may deal the damage to your horde instead.
|''Hellcrafter, Hordemaster''
|-
|'''Protect the Maker II'''
|Protect the Maker
|When one of your allies within the horde’s radius would take damage and no other creature would, you may deal the damage to the horde instead.
|''Hellcrafter, Hordemaster''
|-
|'''Protect the Maker III'''
|Protect the Maker II
|You may expend one of your uses of Soulbind to order a full-scale defense. For the next 5 minutes, provided that your horde has any HP, you have Total Cover when it is not your turn.
|''Hellcrafter, Hordemaster''
|-
|'''Recall to Service III'''
|Hordemaster 12
|Soulbind becomes CHA/Rest. You may have up to 2 uses of Soulbind active at one time, but only one may be a Hellspawn Swarm.
|''Hellcrafter, Hordemaster''
|-
|'''Growing Horde IV'''
|Recall to Service III
|Your horde’s radius becomes 20 ft, or 15 ft when Bloodied. It has additional HP equal to Occult Power x4.
|''Hellcrafter, Hordemaster''
|-
|'''Hordemaster'''
|Growing Horde IV
|For you, life and Essence is a fungible resource.
You may spend 1 AP to lose any amount of HP. Your horde gains that much HP if they are Bloodied or that much Shield HP if they are not Bloodied.
 
You may spend 1 AP to make your horde lose any amount of HP. You gain that much HP if you are Bloodied or that much Shield HP if you are not Bloodied.
 
Your horde’s max HP is now your Occult Power x6.
 
* '''''Level 30:''''' Any time you would gain HP or Shield HP, or cause another creature to gain HP or Shield HP, you may choose whether it is HP or Shield HP. Your horde’s max HP is now your Occult Power x8.
 
|''Hellcrafter, Hordemaster, '''Capstone'''''
|}
|}
[[File:Ritualist.png|thumb|660x660px]]
=== Ritualist Track ===
{| class="wikitable"
{| class="wikitable"
! colspan="2" |''MythCraft RPG:'' [[Harker's Guide to Vampire Hunting]]
!Talent
!PreReq
!Description
!Tags
|-
|'''Demonomicon'''
|Hellcrafter Entry
|You have a dark book called the Demonomicon, which grants you magical abilities.
Gain the Initiate of the Occult talent if you did not already have it. If you already have it, gain +5 SP and +1 Occult Power instead. Future talents from the Ritualist track grant you +5 SP.
 
This talent does not give you +1 Occult Power from your Hellcrafter Entry Occult ability.
|''Hellcrafter, Ritualist''
|-
|'''Soulbinding Ritual'''
|Demonomicon
|Learn 2 occult rituals.
Gain the Soulbinding Ritual ability.
 
* '''Soulbinding Ritual (½ CHA/Rest).''' By spending 10 minutes, you may expend a ritual that recharges when you Take a Rest without casting that ritual. If you do, you may use Soulbind without expending any of its uses.
|''Hellcrafter, Ritualist''
|-
|'''Wellspring Corruption'''
|Soulbinding Ritual
|Choose two arcane spells with the arcane ritual tag that have an SPC cost less than or equal to your max SP. You learn those spells, but can only cast them as rituals unless you learn them through another talent. They are considered occult rituals for you and have the 1/Rest recharge. They also have dark power as determined on the Demonomicon Dark Power table.
|''Hellcrafter, Ritualist''
|-
|'''Corrupt Divinity'''
|Soulbinding Ritual
|Choose two divine rituals that do not have prerequisites. Gain those rituals. They are considered occult rituals for you. They also have dark power as determined on the Demonomicon Dark Power table.
|''Hellcrafter, Ritualist''
|-
|'''Unholy Liturgy'''
|Ritualist 3
|When you cast a ritual, you or one hellspawn you have summoned gains 1d10+CHA Shield HP.
|''Hellcrafter, Ritualist''
|-
|'''Hellspawn Initiates'''
|Unholy Liturgy
|Gain the Hellspawn Initiates ability.
 
* '''Hellspawn Initiates (1/Rest).''' When you cast an occult ritual that would target yourself, you may instead target a hellspawn that you have summoned. Dark power effects still affect you, rather than the hellspawn.
|''Hellcrafter, Ritualist''
|-
|'''Primeval Darkness'''
|Hellspawn Initiates
|Choose two primal invocations that do not have prerequisites. Gain those invocations. They are considered occult rituals for you with a 1/Rest recharge. They also have dark power as determined on the Demonomicon Dark Power table.
|''Hellcrafter, Ritualist''
|-
|-
![[Lineages (MythCraft Harker's playtest)|Lineages]]
|'''Evil Essence'''
|[[Batfolk (MythCraft Harker's playtest)|Batfolk]] • [[Dhampir (MythCraft Harker's playtest)|Dhampir]] • [[Gretchling (MythCraft Harker's playtest)|Gretchling]] • [[Hellspawn (MythCraft Harker's playtest)|Hellspawn]]
|Hellspawn Initiates
|Choose two psionic invocations that do not have prerequisites. Gain those invocations. They are considered occult rituals for you with a 1/Rest recharge. They also have dark power as determined on the Demonomicon Dark Power table.
|''Hellcrafter, Ritualist''
|-
|'''Unholy Liturgy II'''
|Ritualist 6
|When a creature gains Shield HP from Unholy Liturgy, it also gains +1 to its AR, physical defenses, and mental defenses until it loses that Shield HP.
|''Hellcrafter, Ritualist''
|-
|'''Ritual Versatility'''
|Unholy Liturgy II
|By spending 10 minutes, you may expend a ritual that recharges when you Take a Rest without casting that ritual. If you do, you may instead cast another ritual that you know and that recharges when you Catch your Breath, Recoup, or Take a Rest even if you have already cast it and it has not recharged.
|''Hellcrafter, Ritualist''
|-
|'''Wellspring Corruption II'''
|Ritual Versatility
|Choose two arcane spells with the arcane ritual tag that have an SPC cost of less than or equal to double your max SP. You learn those spells, but can only cast them as rituals unless you learn them through another talent. They are considered occult rituals for you and have the 1/Rest recharge. They also have dark power as determined on the Demonomicon Dark Power table.
|''Hellcrafter, Ritualist''
|-
|'''Corrupt Divinity II'''
|Ritual Versatility
|Choose two divine rituals. When checking prerequisites, you are considered to have divine power equal to the number of Hellcrafter Ritualist talents you have. Gain the rituals you chose. They are considered occult rituals for you. They also have Dark Power as determined on the Demonomicon Dark Power table.
|''Hellcrafter, Ritualist''
|-
|'''Unholy Sacrament'''
|Ritualist 9
|Gain the Unholy Sacrament ability.
 
* '''Unholy Sacrament (2/Rest).''' By spending 10 minutes, you may expend a ritual that recharges when you Take a Rest without casting that ritual. If you do, you may instead regain 10 SP.
|''Hellcrafter, Ritualist''
|-
|'''Rewrite Demonomicon'''
|Unholy Sacrament
|When you finish Taking a Rest, you may magically rewrite which rituals you have written in your Demonomicon. Count up the total number of occult rituals you know (not including those from other sources that count as occult rituals for you). You may unlearn any number of them to learn new occult rituals. For each occult ritual you reassign in this way, permanently lose 1 max HP.
|''Hellcrafter, Ritualist''
|-
|'''Primeval Darkness II'''
|Rewrite Demonomicon
|Choose two primal invocations. When checking prerequisites, you are considered to have Primal Power equal to the number of Hellcrafter Ritualist talents you have. Gain the invocations you chose. They are considered occult rituals for you. They also have dark power as determined on the Demonomicon Dark Power table.
|''Hellcrafter, Ritualist''
|-
|'''Evil Essence II'''
|Rewrite Demonomicon
|Choose two psionic invocations. When checking prerequisites, you are considered to have Psionic Power equal to the number of Hellcrafter Ritualist talents you have. Gain the invocations you chose. They are considered occult rituals for you. They also have dark power as determined on the Demonomicon Dark Power table.
|''Hellcrafter, Ritualist''
|-
|'''Unholy Sacrament II'''
|Ritualist 12
|Unholy Sacrament becomes 1/2 CHA/Rest (min 2).
|''Hellcrafter, Ritualist''
|-
|'''Hellspawn Initiates II'''
|Unholy Sacrament II
|Hellspawn Initiates becomes 1/Recoup. Furthermore, dark power affects your hellspawn rather than you.
|''Hellcrafter, Ritualist''
|-
|'''Hellcrafted Rituals'''
|Hellspawn Initiates II
|When you use Hellspawn Initiates, you may apply it to a number of hellspawn that you have summoned equal to or less than 1⁄2 your CHA.
Furthermore, when you cast an occult ritual that targets yourself, increase two of your attributes by +1 each for the next 1 hour as you are filled with unholy power. You must still observe your attribute cap.
 
* '''''Level 30:''''' When you use Soulbinding Ritual, you may expend any ritual, regardless of its recharge time. If it has no prerequisite, then you may gain its effect in addition to using it to fuel your Soulbind ability. You no longer need to observe your attribute cap when casting an occult ritual on yourself.
|''Hellcrafter, Ritualist, '''Capstone'''''
|}
{| class="wikitable"
|+Demonomicon Dark Power Table
!Name
!Type of Magic
!Description
|-
|-
![[Class Tracks (MythCraft Harker's playtest)|Class Tracks]]
|'''Abrasive Ritual'''
|[[Berzerker: Branded (MythCraft Harker's playtest)|Berzerker: Branded]] • [[Cleric: Mythology (MythCraft Harker's playtest)|Cleric: Mythology Domain]] • [[Mage: Occultism (MythCraft Harker's playtest)|Mage: Occultism]] • [[Oracle: Tarot (MythCraft Harker's playtest)|Oracle: Tarot Reader]] • [[Pugilist: Gravedigger (MythCraft Harker's playtest)|Pugilist: Gravedigger]] • [[Pugilist: Penitent (MythCraft Harker's playtest)|Pugilist: Penitent]] • [[Ranger: Vampire Hunter (MythCraft Harker's playtest)|Ranger: Vampire Hunter]] • [[Rogue: Dark Jester (MythCraft Harker's playtest)|Rogue: Jester]] • [[Rogue: Sleuth (MythCraft Harker's playtest)|Rogue: Sleuth]] • [[Tinkerer: Plague Doctor (MythCraft Harker's playtest)|Tinkerer: Plague Doctor]] • [[Troubadour: Infernal Archivist (MythCraft Harker's playtest)|Troubadour: Infernal Archivist]] • [[Vessel: Demon Soul (MythCraft Harker's playtest)|Vessel: Demon Soul]] • [[Vessel: Nightcomer (MythCraft Harker's playtest)|Vessel: Nightcomer]] • [[Warrior: Curseblade (MythCraft Harker's playtest)|Warrior: Curseblade]] • [[Warrior: Descendant (MythCraft Harker's playtest)|Warrior: Descendant]] • [[Witch: Aranea (MythCraft Harker's playtest)|Witch: Aranea]] • [[Zealot: Hellbound]] • [[Zealot: Oath of the Saints (MythCraft Harker's playtest)|Zealot: Oath of the Saints]]
|''Ritual/Invocation that deals damage''
|Gain +1 TA on the attack roll.
'''Dark Power:''' On a crit fail, you suffer the damage instead.
|-
|-
![[Magic (MythCraft Harker's playtest)|Magic]]
|'''Ritualistic Alteration'''
|[[Arcane Magic (MythCraft Harker's playtest)|Arcane Magic]] • [[Divine Magic (MythCraft Harker's playtest)|Divine Magic]] • [[Occult Magic (MythCraft Harker's playtest)|Occult Magic]] • [[Primal Source (MythCraft Harker's playtest)|Primal Magic]] • [[Psionic Magic (MythCraft Harker's playtest)|Psionic Magic]]
|''Ritual/Invocation that does not deal damage''
|If you do not suffer dark power, you become Protected until the end of your next turn.
'''Dark Power:''' Roll 1d20 for dark power. On a roll of 5 or lower, you suffer 1d6 necrotic damage. If this had the nature or weather tag, then the nature in the area withers a little or the weather grows sour and corrupt.
|-
|-
![[Fear and Sanity (MythCraft Harker's playtest)|Fear and Sanity]]
|'''Ritualistic Resonance'''
|[[Fear and Sanity (MythCraft Harker's playtest)|Fear and Sanity]]
|''Ritual/Invocation that imposes a negative condition''
|Gain +1 TA on the attack roll.
'''Dark Power:''' On a crit fail, you suffer the condition for the written duration instead.
|-
|-
![[Specialization Talents (MythCraft Harker's playtest)|Specialization Talents]]
|'''Wyrd Enhancement'''
|[[Specialization Talents (MythCraft Harker's playtest)|Specialization Talents]]
|''Ritual/Invocation that targets an ally''
|If successful, the target gains +5 ft walking speed and +1 TA for the duration.
'''Dark Power:''' Roll 1d20 for dark power. On a roll of 5 or lower, the Fiend Lords are angry that you stole power from them. For the next 24 hours, beasts and monstrosities are likely to treat you with hostility as they are supernaturally aware of your transgressions.
|-
|-
![[Mundane Gear (MythCraft Harker's playtest)|Mundane Gear]]
|'''Ritualistic Destruction'''
|[[Mundane Gear (MythCraft Harker's playtest)|Mundane Gear]]
|''Ritual/Invocation that deals damage to one creature''
|Gain +1 TA on the attack roll.
'''Dark Power:''' On a crit fail, you suffer the damage instead.
|-
|-
![[Magic Items (MythCraft Harker's playtest)|Magic Items]]
|'''Ritualistic Scouring'''
|[[Magic Items (MythCraft Harker's playtest)|Magic Items]]
|''Ritual/Invocation that deals AOE damage''
|Gain +1 TA on the attack roll.
'''Dark Power:''' On a crit fail, you cast the spell and it is centered on you.
|-
|-
![[Bestiary (MythCraft Harker's playtest)|Bestiary]]
|'''Ritualistic Reconstruction'''
|[[Bestiary (MythCraft Harker's playtest)|Bestiary]]
|''Ritual/Invocation that heals if successful''
|The spell adds additional healing equal to 1⁄2 your CHA.
'''Dark Power:''' Roll 1d20 for dark power. On a roll of 5 or lower, the spell deals necrotic damage equal to the amount it would have healed.
|}
|}

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