Elf Class for Shadowdark

Frank Mitchell

Posted: 2025-04-22
Last Modified: 2025-04-23
Word Count: 444
Tags: rpg shadowdark

Table of Contents

“Elf Class” 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.

Elf

Equally adept at fighting and spellcraft, yet most comfortable in the wilderness.

Weapons. Club, crossbow, dagger, longbow, longsword, shortbow, shortsword, spear, staff.

Armor. All armor and shields.

Hit Points. 1d6

Languages. You speak Common and Elvish, plus a number of Common Languages equal to 1 + your INT Modifier, minimum 0.

Feyblood. You have Advantage on DEX checks while in the natural wilds.

Weapon Mastery. Choose one type of weapon you can use, such as longswords. You gain +1 to attack and damage with that weapon type. In addition, add half your level to these rolls (round down).

Spellcasting. You can cast wizard spells you know if you are not wearing iron armor or carrying iron weapons. Any weapons and armor you carry must be mithral, bronze, stone, wood, or leather.

If you are carrying one Gear Slot or more of iron, your spells automatically fail.

You know two tier 1 spells of your choice from the wizard spell list (see Shadowdark pg. 52).

Each time you gain two levels, you choose new wizard spells to learn according to the Wizard Spells Known table.

For casting wizard spells, see Spellcasting in Shadowdark pg. 44.

Wizard Spells Known By Tier

Level Tier 1 Tier 2 Tier 3
1-2 2 - -
3-4 3 - -
5-6 3 1 -
7-8 3 2 -
9-10 3 2 1

Elf Talents

2d6 Effect
2 Learn one additional wizard spell of any tier you know.
3-6 +1 to melee and ranged attacks.
7-9 +2 to Strength, Dexterity, or Intelligence.
10-11 +1 to spellcasting checks.
12 Choose a talent or +2 points to distribute to stats.

Weapons and Armor

Bronze Armor. Costs ½ × the equivalent steel armor. If a weapon or spell deals a critical hit on the armor, its AC is reduced by 1 until it is repaired. If a piece of armor is reduced to AC 10, it is beyond repair.

Bronze Weapons. Cost ½ × the equivalent steel weapon or arrow. If an attack using a bronze weapon rolls a Natural 1, the weapon breaks.

Mithral Armor. Costs 4 × the equivalent steel armor, but takes up one less Gear Slot, minimum of 1.

Mithral Weapons. Cost 40 × the equivalent steel weapon or arrow. Has the same effect as a silver weapon.

Stone Weapons. Available only for arrow heads and spear heads. Cost ⅕ × the equivalent steel arrow or spear, but shatters against metal armor on a Natural 1 or Natural 2.