Updated WIP classes (Patreon)
Content
After the last class design stream, I'm pleased to share a few complete draft classes for use with the Daggerheart rules, as well as a few more incomplete class drafts (which range from 'barely started' and 'partially complete' to 'mostly complete').
The ones marked 'complete' are IMO ready for playtesting, so if you want to take those for a spin at your table, please feel free and tell me how it goes!
New Classes
Warden - Sage & Valor (complete)
Spellblade - Arcana & Blade (complete)
Adept - Arcana & Bone (complete)
Champion - Blade & Splendor (complete)
Commander - Blade & Grace (complete)
Sigilist - Arcana & Splendor (mostly complete)
Herald - Grace & Splendor (partially complete)
Cursed - Midnight & Valor (mostly complete)
Bulwark - Grace & Valor (partially complete)
Oracle - Sage & Splendor (partially complete)
Spelldancer - Bone & Codex (partially complete)
Summoner - Arcana & Splendor (partially complete)
New Subclasses
Landstrider Ranger (complete)
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 Plant 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, Pack Hunter, 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’s value 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.
Pack Hunter
Spellcast Trait
Instinct
Foundation Feature
Never Alone: When you become Rooted, animal spirits appear to harry nearby foes. When you take less than Severe damage from an attack while Rooted, the attacker must mark a Stress.
Specialization Feature
Pack Hunter: When you make an attack immediately after an ally has attacked that target, you may add a bonus equal to your tier to the attack.
Mastery Feature
Hunting Grounds: When on the hunt, you are the master of the battlefield. When the GM uses an Adversary or Environment Fear Feature, you may spend 2 Hope to force the GM to spend an additional Fear to use the feature. If they do not or cannot, they regain the Fear cost of the feature and must make a different move.
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 temporarily 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 as part of a an action. When you do so, you may move any number of allies or Taunted targets with you by up to a Close distance.
Background Questions
When did you first tap into nature’s power to protect people or a place? What do you feel when you channel this power?
You were witness to a terrible perversion of nature. What happened, and what have you sworn to prevent it from happening again?
A voice in a dream has called you to a site of great natural power. What is it, and what has been promised when you find it?
Connection Questions
What do you do that only I find funny?
You protected me from something I couldn’t stop. What was it?
What do you want me to protect you from?[MU2]
Clothes that are
bulky, fragrant, hand-made, layered, rustic, simple
Attitude like
a predator, an elder sibling, a hermit, a lumberjack
SPELLBLADE
Domains
Arcana & Blade
Starting Evasion
11
Starting HP
6
Class Item
A rune-inscribed dagger or an enchanted coin
Hope Feature
Arcane Strike: When you succeed on a Spellcast Roll or non-weapon attack against a target within Melee, spend 3 Hope to replace the damage dealt with the damage of a weapon in your burden. The target also marks a Stress.
Class Features
Sword & Spell: You have a Spellblade coin. At the start of each session, set it to heads or tails up.
While the Spellblade coin is heads-up, you can add a number of d4s equal to your tier to the damage of a weapon attack and then flip the coin to tails-up.
While the Spellblade coin is tails-up, you can mark a Stress to re-roll a Spellcast Roll, then flip the coin to heads-up.
Cantrips: You may perform harmless feats of magic, such as moving a tiny object, lighting a candle, cleaning a small surface, or generating a torch worth of light.
Subclasses
Choose either the Reaver or Tempo subclasses.
Reaver
Play the Reaver if you want to use powerful battle magic to undermine your foes.
Spellcast Trait
Strength
Foundation Feature
Disruption: When you make a successful spell or weapon attack against a target, you may make them temporarily Disrupted. While Disrupted, they must mark a Stress to use Reactions or Action features.
Specialization Feature
Siphon Power: When the GM uses a Fear feature of an adversary within Very Close of you, you may make a Knowledge Reaction Roll against them. On a success, clear a Stress or gain a Hope.
Mastery Feature
Sunder: When you make a target Disrupted, they also become Sundered. A Sundered adversary cannot use any of their features until the GM spends 2 Fear to clear both Sundered and Disrupted and become immune to Sundered for the rest of the scene.
Tempo
Play the Tempo if you want to exploit an alternating rhythm of attacks and spells.
Spellcast Trait
Finesse
Foundation Feature
Keeping Time: When you flip your Spellblade coin, place a tempo token on this card. You may spend a tempo token to flip your Spellblade coin, but do not take a token when you do so. At the end of the session, clear these tokens and gain 1 Hope for every 2 tokens cleared.
Specialization Feature
Staccato: Once per rest, after an adversary makes an attack against you, you may spend a tempo token to gain a +2 bonus to your Evasion against that attack.
Mastery Feature
Polyrhythm: Your Spellblade coin counts as both heads-up and tails-up.
Virtuoso: When you make a successful attack, you may spend a number of tempo tokens up to your tier to add +1d6 to your damage per token spent.
Background Questions
Which came first for you, weaponry or magic? Who guided you as you brought the two together in a combined practice?
Your study uncovered records of an ancient spellblade of incredible renown. What artifact of theirs do you seek, and what clue as to its location have you found?
You earned the attention of a powerful mage or warrior, who sees your hybrid approach as cowardice. How do they push you toward either the spell or the blade?
Connection Questions
What scares you about my approach to combining spellcraft and weaponry?
Why are you the one I come to when I have questions about magic?
What game do we play in camp to keep our wits sharp?
Clothes that are
embellished, flowing, refined, slashed, tight-fitting
Attitude Like…
a dilettante, a fencer, a magistrate, a noble, a scholar
ADEPT
Adepts pursue excellence by focusing their magical power inward to enhance their physical and mental capabilities. Adepts are often hard to identify until they suddenly manifest superhuman feats of strength, speed, or cunning.
Domains
Arcana & Bone
Starting Evasion
12
Starting HP
6
Class Item
Magical tattoos or a philosophy manual
Hope Feature
Brilliance: Spend 3 Hope to gain add advantage to all rolls with a trait of your choice until you fail a roll using that trait or your next rest.
Class Feature
Internalized Power: At the end of a Long Rest, you can choose to imbue one of your domain cards, flipping it face-down and choosing a trait (write the trait in the space below). Place a number of tokens on the card equal to its tier and gain a bonus to all rolls with the selected trait equal to the number of tokens on the imbued card. Describe how investing this domain card’s power enhances your abilities.
While imbued, this card cannot be used or vaulted until you choose another card to be imbued, at which point any formerly-imbued cards flip face-up. You may only have one card imbued at a time.
Subclasses
Choose either the Boundless or Prodigy subclasses.
Boundless
Play the Boundless if you want to maximize your internalized power to reach mythic potential.
Spellcast Trait
Agility
Foundation Features
Limitless: Once per rest, you may spend 2 Hope to replace your Hope die with a d20 for a single roll.
Freedom of Movement: While you have a card imbued, you gain advantage on Agility rolls in dangerous situations to move beyond Close distance as part of an action or when moving is your entire action.
Specialization Features
Eruption: Make a Spellcast Roll against any number of targets within Close. On a success against at least one target, you may clear imbued on a card to unleash a magical blast dealing d20 magic damage to all targets you succeed against with a number of dice equal to the tier of the imbued card.
Versatility: You may imbue a domain card at the end of any rest.
Mastery Feature
Superior Internalization: You may have up to two cards imbued at once and imbue two cards at the same time. Any given trait can only gain a bonus from one imbued card at a time.
Prodigy
Play the Prodigy if you want to channel power into your experiences to face any challenge.
Spellcast Trait
Instinct
Foundation
Quick Study: When you gain a new experience, it begins at +3. If you take this subclass at level 1, your starting experiences begin at +3.
Certainty of Expertise: Once per rest, after you make an action roll, you may spend a Hope to utilize an experience and apply its bonus.
Specialization Features
Unconscious Competence: When you would roll a result with Fear on an action roll that utilized one of your experiences, you can mark a Stress to turn it into a result with Hope.
Omnicompetence: When you select the level advancement “Permanently add +1 to two of your experiences”, you may add +1 to three of your experiences instead.
Mastery Feature
Arcane Contingency: You may clear imbued from a card to exchange that card with a card of equal or lower level from the Arcana or Bone domains until the end of the session.
Background Questions
What seemingly-impossible feat did you perform the first time you imbued yourself with magic, and who else remembers that moment to this day?
What does it feel like when you are imbued? What physical changes do you take on when turning your power inward?
You once knew another adept who pushed their power too far and paid a terrible price. Who were they to you, and why did they not heed your teacher’s warnings?
Connection Questions
What feat of magic-enhanced prowess do you ask me to perform for you to raise your spirits?
You’ve noticed me imitating you in some way. What is it, and why haven’t you mentioned it yet?
What quality of yours did I praise in a way that surprised you, and how have you acted differently since then?
Clothes that are
draped, made to move, worn, folded, simple, structured
Attitude Like
an athlete, a friendly neighbor, an ascetic, a sculptor
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.
Background Questions
In what moment of crisis did you first tap into divine might? How did the god make themselves known to you?
After a crushing defeat, you seek to vanquish one kind of foe more than any other. What happened to focus your ire on this enemy?
A chosen of another power has singled you out for destruction. What god do they serve, and what did you do to earn their attention?
Connection Questions
What type of foe do you despise even more than I do?
What about my fervor worries you?
Why are you the one I trust to rein me in when tempers rise?
Clothes that are
bulky, decorated, imposing, ironed, lavish
Attitude like
a hunter, a priest, a soldier, a prosecutor, a zealot
COMMANDER
Commanders have the skill to wade into combat while seeing the entire battlefield and applying pressure and support exactly where it is needed. Commanders come from many walks of life, but one thing unifies them – they have the prowess and force of will to inspire people to follow them into danger.
Domains
Blade & Grace
Starting Evasion
11
Starting HP
6
Starting Item
A tattered banner or a spyglass
Hope Feature
Bolster Spirits: You may spend 3 Hope to allow an ally within Far distance to re-roll an action roll.
Class Feature
Peerless Guidance: At the beginning of the session, place a number of Guidance tokens on this sheet equal to your Spellcast trait. You may spend one of these tokens instead of a Hope to help an ally within Close, describing how you assist them though word or deed. At the end of the session, clear all remaining Guidance tokens and gain half that many Hope.
Coordination: When you help an ally, the advantage die you grant is a d8.
Puissance: You may always use your Spellcast trait for an attack with a physical weapon.
Subclasses
Choose either the Vanguard or Warlord subclasses.
Vanguard
Play the Vanguard if you want to lead from the front, crushing your foes’ spirits while bolstering your allies.
Spellcast Trait
Strength
Foundation Features
Covering Strike: When you make an attack, you can allow an ally to move up to a Close distance as part of your action.
Intimidating: When you roll a success with Fear against a target, the target must additionally mark a Stress.
Specialization Feature
Practice Makes Perfect: When an ally succeeds on a roll where you assisted by spending a Guidance token, you may both clear a Stress.
Mastery Feature
Synchronization: You may spend Guidance tokens as if they were Hope when initiating a Tag Team roll.
Turn the Tide: When you defeat a non-minion adversary, you can spend 2 Hope to clear a hit Point.
Warlord
Play the Warlord if you want to focus on keeping your allies in the fight even when things look dire.
Spellcast Trait
Presence
Foundation Features
Exemplar: When you roll a success with Hope on an action roll, instead of taking a Hope, you can allow an ally within Close to gain a Hope.
Expert Guidance: When you spend a Guidance token to assist an ally, roll two advantage dice and take the result of your choice.
Specialization Features
Insightful Planner: When you take the Prepare action with an ally during downtime, they can also clear a Stress.
Internalized Lessons: One per rest, you can spend a Guidance token to re-roll a failed action roll and take the new result.
Mastery Feature
Hope Yet Remains: When the chips are down, you can inspire your allies to dig deep and keep fighting. Once per session, you and all allies within Far distance can clear 2d4 Stress and gain 2 Hope.
Background Questions
Once, you led a group into a terrible defeat and it was your fault. What happened, and what did you swear you’d do differently if you found yourself in a similar situation?
How do you imagine the battlefield when evaluating a conflict? Is it a game with pieces, dueling orchestras, or something else? What insights does this approach give you?
You dream of defeating a legendary general in battle. Who are they, and how will you know you’re ready to face them?
Connection Questions
Why do you always seem relieved when I start giving orders?
What tactic are you always asking me to utilize when we find ourselves in a fight?
Why are you the one I look to when I’m uncertain about what course to take?
Clothes that are
functional, imposing, military, ostentatious, torn
Attitude Like
a chef, a coach, an engineer, a general, a teacher
SIGILIST
Sigilists study the runic language of creation and carve those powerful words into objects to imbue them with incredible power. Sigilists are highly sought-after for their ability to magnify the power of their allies’ gear as well as for their versatile spellcasting.
Domains
Arcana and Splendor
Starting Evasion
10
Starting HP
5
Hope Feature
<TBD>
Class Features
Enchantment: At the end of a long rest, you may enchant weapons or armor with runes from the Runic Enchantment sheet. You may only have a number of runes equal to your proficiency active at any time.
<Runic Enchantment Sheet>
When you apply runes, you may pick any rune of your tier or lower. Some runes only apply to weapons or armor, indicated by (W) or (A) in the name.
Any given item may only have one rune placed on it at a time, and if it gains a new rune, it loses any other runes.
Any item may only have one rune at a time, but it may have a rune even if it already has a feature. A PC may have a maximum number of runes on their items equal to their Tier.
Tier 1 Runes
Rune of Alacrity: Gain a +1 bonus to your Evasion.
Rune of Sturdiness (A): Gain a +1 bonus to your armor score.
Rune of Fortitude (A): Gain a +1 bonus to your damage thresholds.
Rune of Draining (W): When you make a successful attack, you may mark a Stress to force the target to mark a Stress.
Tier 2 Runes
Rune of Courage: Once per rest, you may mark a Stress to turn a result with Fear into a result with Hope.
Rune of Striking (W): Increase the size of this weapon’s damage die by one step (d4 to d6, d6 to d8, up to a max of d12)
Rune of Foresight: When you would fail an action roll, once per session, you may mark a Stress to re-roll and take the new result.
Rune of Solidity (A): You may mark an additional armor slot to reduce physical damage.
Tier 3 Runes
Rune of Contingency (A): When you would suffer Major or Severe damage, you may expend this rune to reduce the damage to 0.
Rune of Greater Alacrity: Gain a +2 bonus to your Evasion.
Rune of Greater Fortitude (A): Gain a +3 bonus to your damage thresholds.
Rune of Greater Sturdiness (A): Gain a +2 bonus to your armor score.
Rune of Wounding (W): Gain a bonus to this weapon’s damage equal to your level.
Tier 4 Runes
Rune of Devastation (W): When you succeed on an attack, the target must also mark 1d4 Stress.
Rune of Glory (W): When you roll a critical success on an attack with this weapon, clear 1d4 Stress.
Rune of Indefatigability (A): You may expend this rune to clear a number of Stress equal to 1d6 + your tier.
Rune of Immortality (A): You may expend this rune instead of marking your last HP. Additionally, clear 1d4 HP.
Rune of Spell Mastery (W): Add +1 to your Proficiency when dealing magic damage.
Subclasses
Select Either the Armorer or the Runeblade.
Armorer
Play the Armorer if you want to focus on protecting your allies with enchanted armor and runic wards.
Spellcast Trait
Finesse
Foundation Feature
Protective Runes: On a short rest, when a PC repairs a piece of armor bearing one of your runes, they may roll twice and take the better result.
Specialization Feature
Runic Mending: At the end of each scene, characters wearing armor enchanted by a rune may clear an armor slot.
Mastery Feature
Abundant Enchantments: The maximum number of runes you may have applied at any time is increased by 2.
Runeblade
Play the Runeblade if you wish to forge and wield weapons of pure runic magic.
Spellcast Trait
Finesse
Foundation Feature
Runic Weapon: Instead of enchanting one item with a rune, you may create a runic weapon. This weapon has the stats of any weapon of your tier or lower and gains the following feature:
"Runic: This weapon may deal magic damage. Additionally, when you deal damage with this weapon, you may spend a Hope to add 1d6 to the total."
Specialization Feature
Versatile Runes: You may apply two runes to a single weapon as long as they are not both only applicable to weapons.
Mastery Feature
Greater Runic Weapon: When you create a weapon using Runic Weapon, it also gains the following feature:
Mighty: This weapon gains bonus damage equal to the creator’s level.
Background Questions
What was the first rune that you mastered, and why does it hold a special place in your heart?
Your devotion to magical study cost you the friendship of someone once close to you. Why do they resent your diligence, and what was the last straw?
A malevolent faction covets your runic knowledge. Who are they, and why must they never be allowed to gain access to your secrets?
Connection Questions
Which rune do you not want me to ever use on your gear?
Why do you always watch when I apply my enchanted runes?
What mundane craft or hobby do we share?
Clothes that are
bright, engraved, majestic, unstainable
Attitude Like
a blacksmith, an artisan, a teacher, a preacher
HERALD
Heralds bear the authority of a great power, enacting their will in the world. Heralds might serve a god, a titan, an arch-fae, or one of the faint divinities. They have an incredible force of will and bend public sentiment seemingly through their mere presence.
Domains
Grace & Splendor
Starting Evasion
10
Starting HP
5
Class Item
A book of sacred literature or an ornate bell.
Hope Feature
Awe-Inspiring: Spend 3 Hope to make a Presence Roll against all targets within Far range. Any targets you succeed against must mark a Stress.
Class Feature
Divine Edicts: Your pronouncements carry the weight of divinity. Once per session, you may mark a Stress and make a proclamation governing how all present must act. All targets within Far range must make a Reaction Roll (difficulty equal to 10 plus your Presence trait). Until the end of the scene, any target that failed this Reaction Roll must mark a Stress to disobey the edict.
Subclasses
Choose Archon or the Majestic.
<Subclass Features TBD>
CURSED
Domains
Midnight and Valor
Starting Evasion
9
Starting HP
7
Hope Feature
Martyr: Spend 3 Hope to transform into your Monstrous form without marking Stress. Each ally within Close may clear a HP. You must then mark a number of HP equal to the total HP cleared.
Class Features
Monstrous: Mark a Stress to transform into a terrifying Monstrous form, twice your normal size. You can drop out of your Monstrous form any time you mark Stress or HP, or when the scene ends. While transformed, you can’t use weapons or cast spells from domain cards, but you can still use other features or abilities you have access to. Spells you cast before you transform stay active and last for the normal duration, and you can talk and communicate as normal.
While in your Monstrous form, your armor becomes part of your body and you mark Armor Slots as usual; when you drop out of your Monstrous form, those marked Armor Slots remain marked.
Refer to the Monstrous Form sheet for additional details.
Driven by Pain: When you have at least half of your HP marked, you gain resistance to all damage.
<Monstrous Form>
Your Monstrous form reflects your inner turmoil, and it grows and develops with you. While in your Monstrous form, your unarmed attack is replaced by the following:
Claws & Bite: Melee d10+1 (phy)
Brutal: When you roll the maximum value on a damage die, roll an additional damage die.
At Tier 1, choose a feature for your Monstrous Form that represents your character’s emotional landscape. When you reach a new Tier, you may add a new feature at that tier or below to your Monstrous Form.
Tier 1
Armor of Secrecy: Gain a +2 bonus to your damage thresholds.
Guilty Gaze: When you succeed on an attack against a target within Melee range, they must mark a Stress.
Lashing Out: Your melee attacks are considered to have Very Close range.
Tier 2
Glutton for Punishment: When an ally within Very Close would mark HP, you may mark a HP to reduce the damage they take by one degree.
Massive Self-Importance: You gain a bonus to your Strength equal to half your proficiency.
Parasitic Tendencies: When you deal Severe damage to a target, you may clear a HP.
Pained Roar: You may make a Presence Roll against any number of targets within Close. Deal d8+4 magical damage to any targets you succeed against.
Tier 3
Self-Destructive: You may spend a Hope and mark a HP to clear an Armor Slot.
Solipsistic: When you choose the Risk it All death move, you may mark a Stress to re-roll your Hope die and take the new result.
Indiscriminate Hatred: When you make an attack, you may mark a Stress to hit all targets within range.
Tier 4
Festering Resentment: When you succeed on an attack, you make the target temporarily Vulnerable.
Betrayal of the Self: You may voluntarily choose to roll a Failure with Fear on an action roll in order to refresh one of your exhausted abilities as if it had reached its refresh trigger.
Subclasses
Choose either the Penitent or the Ravenous.
The Penitent
Spellcast Trait
Strength
Foundation Feature
Unrelenting: When you take Minor damage, you may mark a Stress to reduce the severity by one degree.
Specialization
Self-Sacrifice: When an ally within Close would take damage, you may mark an Armor Slot to take the damage instead.
Mastery
No Easy Way Out: Once per long rest, when you would make a Death Move, instead roll 2d4 and clear that many HP.
The Ravenous
When you defeat a non-Minion adversary, you may mark a Stress to clear a HP. If you defeated a Leader or a Solo, you may also clear an Armor Slot.
<Features TBD>
Background Questions
When did you first learn of your curse, and what do you believe its source to be?
Your curse has already driven a wedge between you and someone you love. Who are they, and why do you believe you’ll never overcome this divide?
Someone tried to profit from your curse, manipulating you to their own ends. Who are they and when did you realize they didn’t have your best interests in mind?
Connection Questions
Why are you not scared by my monstrous form?
I accidentally scared you once. How have I tried to make it up to you?
Why are you the one I go to when I’m worried about losing control?
Clothes that are
borrowed, dangerous, dirty, torn
Attitude Like
a criminal, a jester, a prisoner, a mourner,
BULWARK
Domains
Grace & Valor
Starting Evasion
9
Starting HP
7
Class Feature
When an ally within Very Close takes damage, you may choose to take the damage instead, reducing the damage by your level before deciding whether to use armor.
Spellcast: Agility? Instinct? <TBD>
ORACLE
Domains
Sage & Splendor
Starting Evasion
10
Starting HP
6
Hope Feature
Class Features
<TBD Something roleplay-focused – information gathering>
SPELLDANCER
A magical tactician…(Battlemaster Scholar-Mage – Lune from Clair Obscur)
Domains
Bone & Codex
Starting Evasion
11
Starting HP
5
Hope Feature
<TBD>
Class Features
<TBD>
SUMMONER
A summoner weaves together their innate power and the magic of creation to create powerful animate constructs that can fight, protect, and assist in any number of challenges.
Domains
Arcana & Splendor
Starting Evasion
10
Starting HP
5
Hope Feature
You may spend 3 Hope instead of <cost to summon, but with a bonus – dmg thresholds?>
Class Features
Magical Constructs: You may mark 2 Stress to summon a construct of your Tier or lower from the Construct List. This construct moves with you unless you tell it to do otherwise. You may make Spellcast Rolls to have it move or act independently, and it can travel up to a Close distance from you.
Constructs List
<TBD>
Construct deals d10 damage using your Proficiency, has your damage thresholds, and disappears if it takes Severe damage. You may only have one construct summoned at a time.
<under construction>
New Subclasses
Landstrider (Ranger)
Play the Landstrider if you want to navigate dangerous with environments with excellence and guide your allies to safety.
Spellcast Trait
Agility
Foundation Features
Expert Traveler: When you fail an action or reaction roll against an environment involving navigation, exploration, or traversal, you can mark a Stress and re-roll, taking the new result.
Adventurous Spirit: When you roll a success with Hope on a reaction roll, gain a Hope.
Specialization Features
Studied Delver: The first time an environment takes the spotlight, you may make an Instinct Reaction Roll against the environment’s difficulty. On a success, you learn two of the environment’s features.
Walk This Way: When you lead a Group Action against a non-Social environment, you may ignore the penalty from up to two PCs that fail their reaction Roll.
Mastery Features
Expert Delver: When you succeed on a roll using Studied Dungeoneer, you instead learn all the environment’s features.
One With the Land: If you move at least a Very Close distance as part of your action and end near some kind of cover, you become Hidden.
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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. There are no previous modifications by others.