01/06/2025
Welcome back to Tabletop Thoughts!
Today, we are going to continue our review of the classes in the Player’s Companion for Shadowdark. This post will look at the “Priest” classes. This is another set of classes that could have been better if the supplement would have included new spells for these classes. Sadly, we didn’t get that. We have very different classes all using the same 6 spells/tier as the normal Priest with a few new talents. Some of the talents are cool, but most of these classes fall short.

Druid
“Druids are divine spellcasters that have a powerful connection to the natural world. They are adept wilderness travelers and can shapeshift if they are favored.”
Here is a class that could have been good with the inclusion of some natural based spells. The Druid in the creature section of the Shadowdark book has new spells that fit the Druid.
Natural Affinity is a little overpowered. I like the identify plants and animals, but immunity to all spell cast by fae creatures is a little overpowered. Maybe disadvantage on spellcasting checks or immunity of spell tier equal to the level of the Druid.
Shapeshift is the defining Druid ability and it is a talent that has to be rolled on the talent table. I really think it should be included as a basic talent for all Druids, with more powerful forms being on the talent table.

Monk
“Monks are devoted followers of a deity that have given up their normal duties to travel the world and spread the gospel.”
Monks feel like they are called to hunt the undead, which is a great concept but not needed for a new class. They get one unique talent focused on the undead that I feel should be available for all Priests. Some new spells might have might have helped but still feels like a Priest with a background/concept.
Holy Symbol (all Priest get a free one) from the monk causes damage to undead when touched. This sounds like something that could be used for all Priests that are neutral or lawful aligned. (Evil Priest should heal undead or charm undead).

Mystic
“Mystics are divine spellcasters that can enter a meditative trance to speak directly to their deity. They claim this connection reveals hidden truths and worldly
secrets.”
Mystic is another class that really shouldn’t be. They have one unique talent which could be allowed for all Priests.
Meditation: If you are at full HP, you can use resting downtime to commune with your deity through meditation. This gives you a +1 bonus to your spellcasting checks (until your next rest).
This talent sounds like something that could be used by all Priests. It could be used to give the Priest character some hard choices in the game. Do you stay in town for an extra day to commune with your diety to gain the +1 to spellcasting checks or go back out into the dungeon. If you use a timer with this dilemma (the BBEG is going to complete the ritual soon so there is no time to waste) it could add tension to the game.

Oracle
“Oracles are divine spellcasters that have a deep spiritual bond with the avatars of their deity. They can give up partial control of their body to gain extraordinary bonuses.”
Oracles gain one unique talent: Possession.
Possession: You can call upon an avatar of your deity to possess your physical form. You begin to glow (as if holding a torch) and become guided by voices from inside your mind. You gain a +2
attack bonus and +4 to AC for 2d6 rounds. Once performed, they cannot use this ability again
until resting.
This class talent would translate beautifully into a powerful higher-tier spell. That way, all Priests that reach the highest levels would be able to use the power of their diety. I would add that the Priest cannot cast this spell again until they complete penance. Calling on that much power from your God has a price that needs to be paid.
With the Possession as a spell, this class is useless.

Ranger
“Rangers are divine spellcasters that have learned to survive in the woods and fight effectively.”
This class is here because the Ranger is a spellcaster in D&D and Pathfinder. They don’t even get spells until 3 level, making them feel like a half-caster like D&D. When you think of a ranger, it is someone like Aragon from Lord of the Rings. That concept fits better with the Ranger class that was released by The Arcane Library. None of the Priest spells in the core rulebook fit the Ranger. If you want a Ranger, use the one from Arcane Library instead.

Shaman
“Shamans are divine spellcasters that have a bond with the spirit world and draw upon its energy.”
Again, this is a class built around a talent that should have been a new spell. Besides the talent, this is just a Priest with a background/concept of a more savage priesthood.
Spirit Walk: If you are at full HP, you can use resting downtime to enter a trance and walk in the spirit world. This will reveal the layout of the map (dungeon or overland) out to far distance. This will not reveal any living beings, only the terrain. Once performed, you cannot use this ability again until resting.
Spirit Walk would make a nice Mid-Tier spell that a Priest you use. It could be seen as the diety of the Priest showing them their surroundings or pacing the information directly into their mind. I could also see this as a Wizard spell.

Valkyrie
“Valkyries are divine spellcasters blessed by the gods of war. They are traditionally female. Valkyries
fight with divine fervor and enjoy the protection of their deities.”
Valkyries feel like Paladins from D&D and Pathfinder. I really like the concept and it would have been better if there were new spells like smites included with the class. I would make the Ravens talent something that could be selected from a list of different starting talents that allow the Valkyrie to be customized based on their god. Overall, I like the class just wish for better spells.

Witch
“Witches are divine spellcasters that have learned to draw out and channel the dark energies of the fey world.”
Witches seem out of place here and should have been included in the “Wizard” classes. You always think of witches using spellbook and brewing potions (this Witch class can Brew, see below), things that are usually done by Wizards. The Witch gets 2 new talents: Hex and Brew.
Hex: You can designate a target in combat. They suffer disadvantage on all checks. This requires focus, so you cannot take any other actions.
This talent would make a great spell for a Witch.
Brew: If you are at full HP and have an empty flask, you can use resting downtime to brew over
the campfire. You can choose to create a healing potion (restores 1d4 HP) or a poison (1d8 damage
if ingested, 1d2 extra damage if applied to a weapon). These brews will lose their potency after a day.
Why does the Witch have to be at full HP to brew a potion? Plus, there should a list of different potions that could be brewed. The Witch Class from Cursed Scroll #1 does a better job. It has unique spells for the Witch.
Conclusion:
Most of these classes would have been better with new spells and spell lists. Some of the classes could have been eliminated for a new spell on the Priest’s spell list. It would have been nice to see more Gods included in the book along with some new unique talents.
Keep on gaming!