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HAMMERMANCER CLASS

Twisted minds, invokers of the forbidden Access the Hammerspace: You have minor
summons, and engineers of eldritch access to the realm whence Hammers
construction; they are those who study the spawn and may use it as a form of storage.
craft of these strangely absent relics.
Hammerspace functions as one extra
Weapons: Hammers inventory slot. This special slot is an
interdimensional pocket only you have
Armor: None access to.

Hit Points: 1d6 per level Summon Hammer: Succeed a DC 12 INT


check to sacrifice HP = your level and
Cut Content: You have versed yourself summon one of these artifacts from beyond
in the secrets of the Beta Texts. Knowing the veil. An active Hammer persists as long
when and where a Hammer might be as a torch, after which it discorporates and
useful is second nature. returns to its home dimension.

You gain advantage on checks related to: Only one Hammer may be active at a time. HAMMER PROPERTIES
d12 Property (reroll duplicates)
- Construction/Forging/Crafting Hammers deal D8 damage, have the
- Demolition thrown property plus two properties rolled 1 Life-sapping: heal 1 HP per killing blow
- Determining Engineering Methods from the Hammer Properties chart, and are 2 Exploding: damage dice explode (if roll max, roll again)
- Hammer Lore sentient (always chaotic). 3 Shielding: add +1 to AC
4 Heavy: requires two-hands, deals a d10 damage
5 Reaving: cuts through damage resistances
HAMMERMANCER TALENTS 6 Returning: after thrown, returns at the start of your next turn
2d6 Effect 7 Alerting: gain advantage on spotting traps and hidden creatures
2 +1 to the maximum number of Hammers active 8 Leaping: jump FAR distances
3-6 +1 to attack and damage rolls with Hammers 9 Mending: use to instantly repair small objects
7-9 +2 to Strength, Constitution or Intelligence 10 Accurate: +1 to attack and damage
10-11 Roll +1 property when you summon a Hammer 11 Radiant: acts as a light source equivilent to a torch
12 Choose another talent or +2 to distribute to any stat 12 Lore: answers one question about something in the game world

1 2
TITLES HAMMERS AS ARTIFACTS
Guidelines for adding Hammers as magic
HAMMERMANCER TITLES items to your game:
ELDER PROPERTIES
Level Lawful Neutral Chaotic d8 Property

1-2 Hammer Seeker Hedge Mason Apprentice Summoner Hammers are extremely powerful artifacts. 1 True Sight: see through illusions
So powerful, they were banished from the 2 Flight: in straight lines only
3-4 Acolyte of Craft Arcane-Technician Dark Craftsman
Shadowdark in a bygone age. Some believe
5-6 Originator Mallet Mage Artisan Warlock 3 Fabrication: build anything (d6 rounds)
it the work of The Arcanist herself. Others
7-8 Creation Magus Hammer Wizard Contriver of Doom claim her to be the originator of the first 4 Energy: blast weapon DMG at FAR
Hammer. Regardless, they were exiled for 5 Demolition: raze structures (d6 rounds)
9-10 World-Shaper Engineer-Occultist Architect of Ruin
just reason. These chaotically aligned relics
6 Slaying: double DMG to Lawful beings
would love nothing more than to demolish
the world and rebuild it in their own 7 Invulnerable: -5 to all damage taken
twisted image. 8 Autonimus: acts on its own turn

Creating Hammers. In order to create a


Hammer as a magic item, simply roll two
HAMMER
or more properties from the Hammer PERSONALITIES
Properties table (see pg 2), and roll a d6 Personality
personality on the Hammer Personalities 1 Vile
table (adjacent).
2 Cruel

Elder Hammers. Some Hammers managed 3 Conniving


to persist throughout the eons. These 4 Greasy
Elder Hammers have cultivated their power 5 Duplicitious
beyond that of a standard artifact. To create
an Elder Hammer, roll up a normal Hammer 6 Power-hungry
(above). Then, add an Elder Property from
the adjacent table.
-POWER GRIPS-
Elder Hammers require a set of Power Heavy banded gauntlets made of Iron or
Grips (adjacent) in order to lift them. They Stone, pulsing with palpable strength.
must also have a name. Some of the few Bonus: +1 to AC (not considered armor
recorded names of Elder Hammers include: for the sake of class restrictions).
Atareleth, Dragonmaw, Grond, and Mjolnir. Benefit: the user can wield Elder Hammers.

4
CREDITS
-WRITING, ART & LAYOUT-
Cameron Maas

-LICENSES-
The Hammermancer 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.”
-
Fonts used with license:
- Gothicus Roman from Aerotype (Adobe Fonts)
- Alexander Quill by Jim Rimmer from Canada Type (Adobe Fonts)
- Calibri from Microsoft

-SPECIAL THANKS TO-


- Kelsey Dionne, for creating Shadowdark; such an awesome game.

- Baron de Ropp for setting up the Shadowdark Independent Game


Jam. I don’t know if I would have made this without the
motivation it provided

- The album Jackrabbit by San Fermin for keeping me sane whilst I


worked my ass off on this project.

and...
Thanks to you for reading!
For more awesomeness, check out
cameronmaas.com! There you’ll find a one stop
shop to my social medias,
itch.io and artwork
Thats all for now.
Keep on crawling!

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