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Codex Officium I

Codex Officium I introduces new character classes for the Shadowdark RPG, including the Acrobat, Druid, Hunter, Myrmidon, Mystic, and Paladin, each with unique abilities and talents. It also presents a new weapon, the Sling, detailing its specifications and usage. The document emphasizes the independent nature of this product and its legal affiliations.

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0% found this document useful (0 votes)
455 views17 pages

Codex Officium I

Codex Officium I introduces new character classes for the Shadowdark RPG, including the Acrobat, Druid, Hunter, Myrmidon, Mystic, and Paladin, each with unique abilities and talents. It also presents a new weapon, the Sling, detailing its specifications and usage. The document emphasizes the independent nature of this product and its legal affiliations.

Uploaded by

society.lake.05
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Acrobat Class
  • Druid Class
  • Hunter Class
  • Myrmidon Class
  • Mystic Class
  • Paladin Class
  • New Weapon: Sling

Codex Officium I

New Classes For Shadowdark


by Wandering Mage
Table of Contents
1. The Acrobat

2. The Druid

3. The Hunter

4. The Myrmidon

5. The Mystic

6. The Paladin

7. New Weapon: Sling


Acrobat Class
Weapons: Crossbow, dagger, longsword, shortsword, polearm,
shortbow, spear, staff

Armor: Leather, Mithril Chainmail

Hit Points: 1d6 per level

Evasion: Enemies don’t get advantage on attack rolls against you


unless you’re incapacitated.

Slow Fall: When falling, you can ignore 10ft of falling damage per
level.

Skills: You have advantage on checks for:


● Acrobatics
● Stealth

Tumbling Attack: When making a melee attack without


disadvantage, you gain a bonus to the damage roll equal to half
your level +1.

Acrobat Talents
2 Advantage to Initiative checks*
3-6 +1 tumbling attack damage
7-9 +2 to STR, DEX, or CHA stat
10-11 +1 to melee and ranged attacks
12 Choose a talent or +2 stat points
*re-roll duplicates
Druid Class
Weapons: Club, dagger, sling, spear, staff

Armor: Leather armor and shields

Hit Points: 1d6 per level

Druidic: You can speak a special language that only druids and
animals can understand. You can also understand the primitive
speech of animals.

Spellcasting: You can cast druid spells you know. For casting
spells, see Spellcasting for priests on pg. 44. Your spellcasting
ability is Wisdom.

Druid Talents
2 +1 to melee or ranged damage
3-6 +1 to melee or ranged attacks
7-9 +2 to STR, DEX, or WIS stat
10-11 +1 to spellcasting checks
12 Choose a talent or +2 stat points

Druid Spells Known


1st 3 6th 4/3/2
2nd 3 7th 4/3/2/1
3rd 4/1 8th 4/4/2/2
4th 4/2 9th 4/4/3/2/1
5th 4/2/1 10th 4/4/4/2/2
Druid Spell List
Tier 4
1. Control Water
Tier 1
2. Divination
1. Burning Hands
3. Polymorph
2. Charm Person
4. Stoneskin
3. Cure Wounds
5. Regenerate
4. Feather Fall
6. Wrath
5. Light
6. Sleep
Tier 5
1. Hold Monster
Tier 2
2. Prismatic Orb
1. Alter Self
3. Scrying
2. Augury
4. Shapechange
3. Hold Person
5. Summon Extraplanar
4. Invisibility
6. Teleport
5. Misty Step
6. Web

Tier 3
1. Dispel Magic
2. Lightning Bolt
3. Mass Cure
4. Protection from
Energy
5. Restoration
6. Sending
Hunter Class
Weapons: Dagger, longbow, longsword, shortbow, shortsword,
spear, staff

Armor: Leather armor, chainmail

Hit Points: 1d8 per level

Awareness: You can’t be surprised.

Skills: You have advantage on checks associated with:


● Tracking
● Stealth
● Wilderness Survival

Trophy: After slaying a creature, you can take a trophy from it.
Trophies always take up 1 gear slot. As long as you carry a trophy,
you gain a +1 bonus to attack and damage rolls against that
creature type.

Hunter Talents
2 Advantage to Initiative checks*
3-6 +1 to melee or ranged attacks and damage
7-9 +2 points to STR, DEX, or INT
10-11 The bonus you receive from trophies increases by +1
12 Choose a talent or +2 to any stats
* re-roll duplicates
Myrmidon Class
Weapons: All weapons

Armor: Leather armor, chainmail

Hit Points: 1d6 per level

Spellcasting: You can learn and cast spells from the priest and
wizard lists. You can cast any priest or wizard spells that you
know. For casting spells, see Spellcasting for wizards on pg. 44.
Your spellcasting ability is Intelligence.

Myrmidon Talents
2 +1 to melee and ranged damage
3-6 +1 to melee and ranged attacks
7-9 +2 to STR, DEX, or CON
10-11 +2 to WIS or INT
12 Choose a talent or +2 stat points

Myrmidon Spells Known


1st 1 6th 3/3
2nd 2 7th 3/3/1
3rd 3 8th 3/3/2
4th 3/1 9th 3/3/3
5th 3/2 10th 3/3/3/1
Mystic Class
Weapons: Club, staff, shortsword, spear

Armor: None

Hit Points: 1d6 per level

Martial Arts: While unarmored, your AC is 11 + DEX. Your


unarmed attack has finesse and deals 1d4 damage. The damage
die increases one step every odd level thereafter (3rd, 5th, etc.) to
a maximum of 1d12 at 9th level. At 4th level and higher, they are
considered magical.

Heal Self: Once per day, you may apply one of the following
benefits to yourself only: heal 1d6 + 1d6 damage per 2 levels, cure
poison, or cure disease.

Acrobatics: You have advantage on ability checks to perform


acrobatics.

Mystic Talents
2 You can make an extra unarmed attack each round
3-6 +1 to melee attack and damage
7-9 +2 to DEX, CON, or WIS stat
10-11 Your Armor Class improves by 1 when unarmored
12 Choose a talent or +2 points to distribute to stats
Paladin Class
Weapons: All weapons

Armor: All armor and shields

Hit Points: 1d8 per level

Religious Order: Choose a Lawful god to serve. You know either


Celestial or Diabolic.

Holy Resistance: Paladins are immune to disease.

Holy Magic: You can cast the spells cure wounds and turn undead.
For casting spells, see Spellcasting for priests on pg. 44. Charisma
is your spellcasting ability.

Paladin Talents (2d6)


2 Gain a holy weapon* (reroll if rolled twice)
3-6 +1 to melee attacks and damage
7-9 +2 to STR, CON, or CHA stats
10-11 You have advantage to cast your holy magic (reroll if rolled
twice)
12 Choose a talent or +2 points to distribute to stats

The Holy Weapon


The enhancement of the weapon is dependent on the paladin’s
level. 1st (+0), 3rd (+1), 6th (+2), 9th (+3). The benefit is rolled
randomly or chosen by the GM. The sword may gain additional
benefits at the GM’s discretion.
New Weapon: Sling
Cost: 4gp
Type: Ranged
Range: Near
Damage: 1d4
Properties: Two-handed
Classes: Druid (at the GM’s discretion, the
priest, thief, and wizard may also use the
sling)

The sling uses stones for ammunition. Stones


cost 1gp per 20 stones and take up 1 gear slot
per 20 stones (identical to other forms of
ammunition).
Legal Stuff
"[Codex Officium I] is an independent product published under
the Shadowdark RPG Third-Party License and is not affiliated with
The Arcane Library, LLC. Shadowdark RPG © 2023 The Arcane
Library, LLC."

This product is the creation of “Wandering Mage” © 2023.

All artwork from the Public Domain.

"This work includes material taken from the System Reference


Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and
available at Systems Reference Document | Dungeons & Dragons.
The SRD 5.1 is licensed under the Creative Commons Attribution
4.0 International License available at Creative Commons —
Attribution 4.0 International — CC BY 4.0."

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