My solo campaign set on The Islands of Purple-Haunted Putrescence has taken a hell of a lot of twists and turns. It definitely isn't going in directions I would have expected, and that has made it far more enjoyable than I had expected.
Recent events in my campaign have led to the fall, death, and surprising resurrection of one of the Clerics in my party. He has been exposed to a dimension of pure antimatter, and been in contact with entities that lurk there.
After what happened to him and how, I don't feel like he and his Goddess are likely to be on great terms. I think he has come back drastically changed. To create something that not just would make sense, but fit the gonzo aesthetic of The Islands of Purple-Haunted Putrescence, I decided to take the idea of a Cthulhu cultists and crank it up to 11.
So here is a custom class made for B/X Dungeons & Dragons that is ideal for a gonzo character who was warped by the Elder gods, magical radiation, or the Far Plane.
Experience Bonus: 5% for Wis 13-15, 10% for Wisdom 16-18
Hit Dice: 1d6 per level up to 9th level
Armor: Any, Shields Allowed
Attacks as: Cleric
Transformed by exposure to the void between worlds, the Voidwarped are a conduit for alien powers that bend reality itself. They come at a cost, however, as these powers corrupt from within causing Hideous mutations.
No two Voidwarped are the same; they sport unique combinations of powers, mutations, and abilities. They can be found with any alignment as some revel in what they have seen while others want to shield Humanity from what they have suffered. What is true is that the longer they weild these eldritch powers, the more horrible toll it takes.
At first level, roll randomly for 2 Void Powers. At every odd-numbered level thereafter, roll a Save vs. Breath. If the saving throw fails, gain another randomly rolled power.Void Powers
At second level, roll randomly for a mutation. At every even-numbered level thereafter, roll a Save vs. Breath. If the saving throw succeed, gain another randomly rolled mutation.
At 9th level, the Voidwarped character may choose to establish a stronghold in a remote location or dungeon. If they do so they will attract a cult of 1d6 1st Level Voidwarped and 2d4 Normal men with one random mutation and power. These followers have a Morale of 10.
Local abberant and otherworldly monsters will consult with the Void-Speaker on their own inscrutable matters, and will react favorably to them. However, the local lord may send adveurers to attempt to purge the Voidseeker and his cult.
Voidseekers that choose to wander will often receive visions of lost treasures, strange, monsters, or alien vists, and gain the ability to find the path to the subject of their latest vision at will.
When a Voidwarped reaches 14th level, or if a mutation causes an ability score to reach 0, they mutate into an alien monster and are no longer payable characters. The GM may choose their form, but here is an example:
Hit Dice: 14***(L)
Move: Flying: 120' (40')
Attacks: 4 Tentacles
No. Appearing: 1
Save As: C 14
Morale : 11
Treasure Type: A
XP Value: 4,500
Monster Type: Monster (Very Rare)
Voudspawn are the remains of humans who have given into total madness after gazing into strange alien vista's. They appear as chitinous human forms embedded in a swarm of floating purple tentacles.
These beings are Madness to behold: any being beholding them must Save vs. Spells or be affected as if by a confusion spell. The psychedelic slime that clings to its flesh requires any creature that hits it with a Melee Attacks must save vs. Poison or become catatonic for 1d3 turns. The Voudspawn may cast the following spells as if they were a 14th level Magic-User: Sleep, Detect Magic, ESP, Mirror Image, Create Air, Dispel Magic, Confusion, Contact Outer Plane, Cloud kill, Feeblemind,
Voudspawn tend to command cults of insane and mutated humanoids that worship as a God and offer it both sacrifice and magical treasures in tribute.