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).
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