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This post is just for members at $3 USD and up, giving you a deeper look at a couple of my WIP classes for Daggerheart-compatible material, including the Warden and the Champion. I haven't gotten to playtest these at a table yet, so if you take them for a spin, I'd love to hear how it goes!


WARDEN


Wardens are durable combatants that draw upon the power of nature itself to protect what they love. Often accompanying Druids and Rangers, Wardens are renowned for their ability to hold ground and draw the attention of their foes.

Domains
Sage & Valor

Starting Evasion
9

Starting HP
7

Class Item
A fossilized branch from a sacred tree or a handmade necklace

Hope Feature
Terra Firma: Spend 3 Hope to use Take Roots without marking a Stress. Additionally, gain a bonus to your damage thresholds equal to your tier until you take Severe damage.

Class Features
Take Root: You may mark a Stress to become Rooted until the end of the scene. While Rooted, you are Restrained, have advantage against effects that would move you by force, and when you take damage, you can mark an additional Armor Slot.

You can clear Rooted by giving the GM a Fear.

Primal Lure: Make a Spellcast Roll against an adversary or any number of minions Close to you. On a success, make that target (or all targeted minions) temporarily Taunted. When a Taunted adversary takes the spotlight, they must attack you if possible.


Subclasses
Choose the Oakheart, or Vinegrasp subclass.


Oakheart

Play the Oakheart to be indefatigable, drawing resolve from the exchange of blows in combat.


Spellcast Trait
Strength

Foundation Features
Indomitable: When you become Rooted, place a d4 Indomitable die on this card and set it to 1. Each time you make an attack or take damage, increase the die by 1. When the die’s value would increase above 4, you can clear your Indomitable die to clear 1d4 Stress. At the end of the scene, clear your Indomitable die.

Strength of the Earth: You may spend a Hope after making a Reaction Roll to add the value of your Indomitable die to the result.

Specialization Feature
Resurgence: When your Indomitable die increases above 4, you can clear Armor Slots instead of Stress.

Mastery Feature
Boundless Endurance: Once per rest, after you clear your Indomitable die, place it back on your card set to 1.

Vinegrasp
Play the Vinegrasp if you want to draw in your opponents to control the battlefield and protect your allies.

Spellcast Trait
Agility

Foundation Feature
Entangling Strike: Your melee weapons have a range of Very Close. When you hit a target with a weapon attack, you may spend a Hope pull them up to a Very Close distance toward you and make them Restrained.


Specialization Feature
Thorny Grasp: when a Taunted target takes the spotlight, they must make a Reaction Roll (12) or suffer d8+4 physical damage using your proficiency.


Mastery Features
Wide Canopy: Your melee weapon attacks have a range of Close.

Mobile Roots: While Rooted, you may spend a Hope to move up to a Close distance. When you do so, you may move any number of allies or Taunted targets with you.

CHAMPION



Champions are holy warriors bound by oaths to a greater power, fueled by righteousness and charged with striking down the power’s greatest enemies. Their divine might manifests in a powerful battle aura that bolsters their blows and those of allies.

Domains

Blade & Splendor

Starting Evasion
10

Starting HP
6

Class Item
A book of hymns or a sacred candle

Hope Feature
Invigorating Smite: When you succeed on an attack against an adversary, you may spend 3 Hope to clear a HP and a Stress.

Class Feature
Battle Aura: Mark a Stress to create a battle aura that extends up to a Very Close distance from you in all directions, traveling with you. Place a number of d6 Wrath dice equal to your Spellcast trait on this sheet. When you or an ally make a successful attack within the battle aura, you can spend a Wrath die to add it to the damage for the attack. You may mark a Stress to replenish this sheet with Wraith dice (up to your Spellcast trait).

At level 5, your Wrath dice become d8s.

Subclasses
Choose either the Avenger or Preserver subclass.

Avenger
Play the Avenger if you want to hunt down and vanquish individual foes.

Spellcast Trait
Strength

Foundation Feature
Righteousness: When you deal at least Severe damage to a target, you can spend a Hope to clear a HP.

Specialization Feature
Undeniable: When you add a Wrath die to an attack, it always deals at least Major damage.

Mastery Features
Potent Aura: You may spend two Wrath dice to add damage to a single attack.

Boundless Wrath: Your Wrath dice become d10s.


Preserver
Play the Preserver if you want to bolster your allies in battle using your resplendent aura.

Spellcast Trait
Strength

Foundation Feature
Inspiring Presence: When you add Wrath dice to your battle aura, all allies within the aura may gain a Hope.

Specialization Features
Expansive Aura: Your Battle Aura extends to a Close distance in all directions.

Greater Purpose: Once per session, when an ally within your battle aura would roll their Hope die part of a death move, you may spend 2 Hope and a Wrath die to let them roll it and add it to the result of the Hope die.

Mastery Feature
Rejuvenating Aura: The first time each scene that you replenish the dice in your battle aura, you and all allies within your battle aura may clear a HP or an Armor Slot.

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This material is not official content of Darrington Press or Critical Role and does not represent the opinions or stances of anyone other than Mike themselves. This product includes materials from the Daggerheart System Reference Document 1.0, © Critical Role, LLC. under the terms of the Darrington Press Community Gaming (DPCGL) License. More information can be found at [https://www.daggerheart.com](https://www.daggerheart.com). There are no previous modifications by others.