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Grimdark Classes v4

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Grimdark

LegalOptions
For Shadowdark RPG

Grimdark Options for Shadowdark RPG 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.

Some art and layout assets by Arcanum RPG Studio (https://arcanum-rpg-studio.itch.io/rt-assets-shadowdark). Used under Creative
Commons -- Attribution 4.0 International (CC BY 4.0).

Special Thanks to Dan DeFazzio of Dungeoncraft for his Deathbringer rules and the inspiration for this supplement

Art by Ink Potion Studios (https://www.patreon.com/inkpotionstudios), including Carlos Castilho, Geraldo Marinho, Yuri Perkowski,
and Ricardo Gabriel Lelles.

Fonts include Old Cupboard (© 2019 Cecil Howe— https://www.coneofnegativeenergy.com), used under OFL v1.1

Cover Art by Yuri Perkowski Design and Layout by James Melo Graphic Design by Olivia McCargar
Plague Doctor
Wearing beaked masks and long the following. Vials can either be
coats, the infamous Doctor deals in drank or thrown (Far) to cause their
life and death in a cold and uncaring effect. Potions expire after 1 Day.
world. Armed with putrid concoctions,
the Plague Doctor can Heal just as D6 Potion
well as Harm.
1 Acid Splash: 1d4 damage per round
for 1d4 rounds
Weapons: Knives, Axes, Clubs
2 Sleep: Test CON DC14 or sleep for 1d4
Armor: Leather Armor rounds
Hit Dice: d4 3 Bomb: 1d10 damage in a Burst

Physic: Advantage on stabilization 4 Healing: Heal 1d6


checks or checks related to medicine,
5 Hallucination: Mistake friends for en-
biology, or chemistry.
emies for 1d4 rounds

Potions: Each morning brew 1d4 al- 6 Fear: Disadvantage for 1d4 rounds
chemical Vials, randomly chosen from

Plague Doctor Talents


2d6 Effect (Reroll duplicates of 2 and 10-11)

2 Test INT DC20 to revive a DEAD creature within 1 round of their death

3-5 Create one additional Potion per day

6-9 +2 to Dexterity or Intelligence

10-11 When you brew potions, you select half and choose the other half randomly

12 Choose one option or 2 points to distribute to stats


Witch Hunter
Pitiless. Merciless. Implacable. Those Anathema Arcanum: ANY spells cast
who hunt Witches cannot afford the against you are cast at disadvantage.
luxury of compassion. Their sworn
duty, to find and slay the enemies of
Hunters of the Damned:
mankind, to protect the Lawful from
the forces of Chaos, and to burn any You in-
who oppose them. nately
sense the
Weapons: Daggers, Rapiers, Maces,
presence
Crossbows, Firearms
or ab-
Armor: Leather Armor sence of
Hit Dice: d6 magic
Requirement: Lawful within
Near of
you.
Purge the Unclean: Deal an extra
damage die against a Chaotic enemy
(use a number of times per day equal
to your level).

Witch Hunter Talents

2d6 Effect (Reroll duplicates of 2 or 10-11)

2 Attacks against Chaotic enemies are critical hits on 18+

3-5 +1 Damage against Demons, Outsiders, and Spellcasters

6-9 +2 to Strength, Dexterity, or Wisdom

10-11 Adv on checks to track, gain information, or recall lore about your quarry

12 Choose one option or 2 points to distribute to stats


Chaos Sorcerer
With dark robes and ancient chants, Spellcasting: You can cast Wizard
the unknowable power of Chaos itself spells you know, using either Intelli-
suffuses and empowers these mysteri- gence or Charisma when you make
ous mages. Unpredictable and dan- spellcasting tests.
gerous, none can truly say if their ul- You know two tier 1 spells of your
timate goal is one aligned with the choice from the Wizard spell list on
forces of good, or if they seek to un- pg. 52 of the Shadowdark Rulebook.
make the world entirely.

Weapons: Daggers, Staffs


Armor: None
Hit Dice: d4
Requirement: Chaotic

Chaos Magic: You choose your spells


randomly from the Wizard spell list at
the start of each session.

Touched by Chaos: You critically


succeed on spellcasting checks on
19+, but miscast your spells on a roll
of 3 or worse.

Spawn of Chaos: You gain one ran-


dom Chaotic Mutation, and gain an
additional one each time you roll a
Natural 1 Spellcasting check.
Wizard Spells Known
Spells Known by Spell Tier

Level 1 2 3 4 5

1 2 - - - -

2 3 - - - -

3 3 1 - - -

4 3 2 - - -

5 3 2 1 - -

6 3 2 2 - -

7 3 3 2 1 -

8 3 3 2 2 -

9 3 3 2 2 1

10 3 3 3 2 2

Chaos Sorcerer Talents

2d6 Effect

2 Recover 1 lost spell on a DC15 spellcasting check (1/day, 1 additional use per reroll)

3-5 Gain Advantage on casting one spell you choose per day

6-9 +2 to Intelligence or Charisma

10-11 Choose a spell tier. You can choose one spell of that tier when randomly determining your spells

12 Choose one option or 2 points to distribute to stats


Titles
Plague Doctor Titles
Level Lawful Neutral Chaotic

1-2 Apprentice Student Barber

3-4 Adept Medic Butcher

5-6 Healer Practitioner Sawbones

7-8 Physician Expert Quack

9-10 Chirugeon Doktor Mad Doctor

Witch Hunter Titles


Level Lawful Neutral Chaotic

1-2 Acolyte - -

3-4 Inquisitor - -

5-6 Sergeant - -

7-8 Captain - -

9-10 General - -

Chaos Sorcerer Titles


Level Lawful Neutral Chaotic

1-2 - - Initiate

3-4 - - Magister

5-6 - - Ascendant

7-8 - - High Sorcerer

9-10 - - Lord of Chaos


Equipment
Weapon Cost Type Range Damage Properties

Flintlock Pistol 20gp R F 1d8 VL, MF2

Flintlock Rifle 35gp R F 1d12 VL, MF3, 2 Slots

Clockwork Pistol 40gp R F 1d8 VL (6), MF5

Clockwork Rifle 65gp R F 1d12 VL (4), MF6, 2 Slots

Rapier 10gp M C 1d6 F

Bomb 15gp R C/F Variable B

Misfire (MF): When you attack with this weapon, if you roll to Bomb Types
hit below your Misfire Value, the weapon misfires, and the user Smoke Obscure targets in Close for 1d4 rounds. All attacks
must use an action to ready it to fire again. On a roll of Natural are made at disadvantage.
1, the weapon Catastrophically Misfires. It deals its damage
automatically to its user, and is broken and unusable until re- Fire Ignites an area Close for 1d4 rounds. Creatures in
paired by a Gunsmith. the flames take 1d4 damage each round.

Variant Loading: Variant Loading weapons are complicated to Explosive Instantaneous 1d10 damage to any creature within
load, and require attention. It takes an action to reload them. Close. Can test Dex DC14 for half damage.

Burst (B): This weapon effects ALL targets within Close to where Gas Poison gas within Close, creatures disabled (cannot
it was detonated. take actions) by coughing for 1d2 rounds.
Optional Rules
Corruption
D10 Minor Mutation
Each time a spell caster roles a natural 1, or any time
1 Eyes change color
any character comes into direct contact with a strong
source of corruption (or performs a sufficiently evil 2 Lose one digit of hand or foot
deed), they gain 1 Corruption Point. When they 3 Become exceptionally gaunt
reach 10 Corruption, roll on the Chaotic Mutation 4 Animals shriek when you come near
tables (or select a thematically appropriate option). If
5 Plague-like buboes
a character reaches 6 or more mutations, they meet a
random Gruesome End. 6 Scales, concealable at first

Corruption can only be removed by powerful Holy 7 Hair changes color


rituals, and require players to seek out NPCs to aid 8 Develop a craving for Raw Meat
them.
9 Strange Odors follow you
10 Roll on the Major Mutation Table
Group Initiative

At the start of each round of combat, one player rolls


initiative. They and the GM each roll a d12. If the D10 Major Mutation
player rolls equal to or higher than the GM, the play- 1 Grow a Prehensile tail
ers declare their actions, be-ginning with the player
2 Your face resembles a Skull
that rolled and preceding clockwise. Once all PCs
have declared their actions, EVERYONE rolls their 3 Grow an extra mouth with razor teeth
d20 simultaneously to determine success or failure. 4 Grow an extra eye in a random place
This rep-resents the scrum of battle being inherently
5 One of your body parts begins to rot
un-predictable, but the GM can make some allowanc-
es for adjudicating certain actions before others de- 6 Age 1d20 years instantly
pending on the actions declared. 7 A shriveled head grows on the shoulder

If the GM wins initiative, the enemies act before the 8 Insatiable hunger for Human Flesh
PCs do, following the same method as above. 9 Grow d4 tentacles!
10 Devilish horns grow from your head
Dual-Wielding
Fighters and Thieves can wield a Finesse weapon in D6 Gruesome End
your off hand. When you do, you roll the damage dice
1 Become a living vessel for a Chaos God
of both weapons, and use the higher result.
2 Devolve into subhuman cannibal monster

3 Transform into a giant insect


Secret Death Timers
4 Body erupts, birthing a unworldly creature
When you are reduced to 0hp, the GM will roll your
5 Flesh melts from your body over d4 days
Death Timer. You never know exactly how much time
you have left! 6 Mind shattered by Chaos

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