“Elf Noble 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 Noble
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.
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 Noble 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.
Elf Noble Titles
| Level | Lawful (Light Elves) | Neutral (Gray Elves) | Chaotic (Dark Elves) |
|---|---|---|---|
| 1-2 | Squire | Wanderer | Anarchist |
| 3-4 | Knight | Adventurer | Troublemaker |
| 5-6 | Knight-Errant | Traveler | Provocateur |
| 7-8 | Emissary | Wayfarer | Agent of Chaos |
| 9-10 | Lord/Lady | Nomad | Heresiarch |
Light Elves
Light Elves serve the Elf Queen, Elf King, or Council of Lords, depending on the world and era. They begin as Wardens guarding the borderlands between the Elven and human realms, eventually being promoted to Captain. Captains who distinguish themselves spend a period as Knights-Errant, resolving problems in the borderlands that are beyond normal Wardens. Effective knights-errant are appointed Emissaries from the Elf Realm, and with dilligent service eventually become Lords or Ladies.
Gray Elves
Gray Elves shirk their duties to the Elf Realm and go wandering in the Elf and human realms as the mood strikes them. That said, Gray Elves tend to observe more than participate, and generally do as much good as harm when they do interfere in mortal (or Elven) affairs.
Gray Elves generally do not form social groups, but the most experienced among them have some influence upon the younger Elves.
Dark Elves
Dark Elves shirk their duties like Gray Elves. Unlike Gray Elves, they seem to have an irresistable urge to amuse themselves at mortals’ (and sometimes Elves’) expense. As they grow in power, their “pranks” also escalate, bringing destruction wherever they go. An especially powerful Dark Elf may form an “Unseelie Court” around themselves, paradoxically creating an organization to spread their brand of chaos.