u/Moldblossom

Arcana Classes - The Myrmidarch and the Oracle

These are the last two of my homebrew classes for my setting. As with my other two class posts (Post 1, Post 2), I welcome feedback on the mechanics.

There are a few campaign specific mechanics on the Oracle. The effects are relatively niche, but let me know if you want specifics.


Myrmidarch

The Myrmidarch is a master of the seamless intersection between martial prowess and arcane might, treating the blade and the spell as a single, unified instrument of war. Unlike wizards who hide behind frontline defenders, Myrmidarchs are soldiers who infuse their steel with raw thaumic energy, turning every swing or shot into a conduit for devastating magic. These elite warriors often arise from specialized military academies or ancient knightly orders, where they learn to weave mystical shields and elemental energy into the dance of combat. To a Myrmidarch, a sword is a focus, and a spell is its sharpened edge.

  • Domains: Arcana & Blade
  • Evasion: 10
  • Hit Points: 6
  • Class Item: A frayed military ribbon from an academy that no longer exists or a spellbook taken from an unknown mage.

Class Features

Spellstrike: When you cast a spell that deals damage, you may spend 1 Hope to add your weapon’s base damage dice to the damage roll if your roll is successful. This additional damage is not affected by proficiency. You may only add this damage if the spell’s target is within the weapon’s normal range. You may only apply this additional damage to a single target if the spell affects more than one enemy.

Thaumic Infusion: You may spend a Stress to infuse a physical weapon with thaumic energy, converting the damage to magic and using your Spellcast trait for attack rolls until you rest.

Hope Feature

Volatile Shield: Spend 3 Hope to gain a +2 bonus to your Evasion until the next time an attack succeeds against you. When you mark HP after an attack, the attacker takes d10 magic damage if they are within Very Close range, and this effect ends. Otherwise, this bonus lasts until the end of the scene.

Subclasses

Witchblade

Play the Witchblade if you want to brand your enemies with cursed magic and shatter them in close-quarters combat.

Spellcast Trait: Insight

Foundation - Thaumic Strike: While Infused, your melee weapon attacks are treated as both physical and magical, whichever is most advantageous against your foe, for the purpose of resistances. In addition, you may Mark a Stress to cause a Thaumic Flare on a successful attack with your infused weapon. If you do, you may attack up to 2 additional nearby targets. These additional targets must be within Very Close range of your first target.

Specialization - Thaumic Brand: After making a successful weapon attack against a target with your infused weapon, you may Mark a Stress to Brand them. For the remainder of the scene, when you attack and deal damage to another target with your infused weapon, you may spend 2 Hope to deal the same amount of magic damage to your branded target as long as they are within far range. You may only have one target branded at a time.

Mastery - Thaumic Eruption: When you cause a Thaumic Flare, instead of mirroring your attack to a pair of nearby enemies, you may now cause an eruption of raw thaumic energy to arc out from your primary target in a wider area. All enemies within close range of the primary target take magic damage equal to the weapon damage dealt by the original attack. Secondary targets may roll an Agility reaction to reduce the damage by half. Difficulty is equal to the attack roll of the original attack.

Harrier

Play the Harrier if you want to dominate the battlefield from afar with relentless, magically seeking projectiles.

Spellcast Trait: Insight

Foundation - Magic Bullet: When using spellstrike with your infused weapon, your spells may use your weapon’s range if it is greater than the spell. When taking advantage of this added range, the infused spell may affect only a single enemy regardless of how many it could normally effect. In addition, if you miss an attack with your infused weapon, you may spend 1 Hope to roll an attack against another enemy within close range of the original target instead.

Specialization - Heartseeker: If your attack with your infused weapon, or when using Magic Bullet, succeeds with hope, your primary target must mark an additional Hit Point.

Mastery - Recursive Shot: If you make a successful attack with your infused weapon, you may immediately spend 1 Hope to attack a different enemy within Close range of the first. You may continue to spend Hope in this way until you miss an attack, run out of targets, or run out of Hope. Each enemy may only be attacked once per activation of this power.


Oracle

While most innate casters are left to the tug of the Briar and become Sorcerers, some are claimed by a higher purpose. Like sorcerers, Oracles are instinctive wielders of the Lie, reaching into the tangled web of belief that binds reality to pluck the strings in their favor. However, an Oracle does not act out of mere whim; they exist in service to a Calling. Whether this force is a divine mandate, a search for universal truth, or a haunting vision of the future, the Calling shapes their every word and deed. To be an Oracle is to surrender one’s own path to the momentum of fate, acting as a living catalyst that guides those around you in service of something greater than yourself.

  • Domains: Arcana & Splendor
  • Evasion: 10
  • Hit Points: 6
  • Class Item: A heavy iron key that doesn't fit any lock you've ever found or a handful of knucklebones that might have come from a saint.

Class Features

The Calling: At the beginning of each session, roll a number of d4s equal to your subclass’s Spellcast trait and place them on your character sheet. These are your Calling Dice. You can spend a Calling Die at any time to aid an ally within Far range. You may use the value of a spent die to:

  • Alter Fate: Add the die’s result to the total of an ally’s roll after the roll is made.
  • Stabilize the spirit: When an ally would mark stress, negate that Stress and stabilize their spirit, granting them 1 Hope instead.
  • Provide Clarity: Grant Hope to an ally equal to the result of the die.

Calling dice can never be spent to aid yourself, or add to your own dice rolls. At the end of each session, clear all unspent Calling Dice.

Hope Feature

Weaving Prophecy: Spend 3 Hope to attempt to speak reality into being. Describe an action to be taken by an ally. The next time your ally tries to take this action, they may add your Presence modifier to their Hope die roll. You may only use this feature on a given ally once per session. When an ally Succeeds on a prophesied action, you gain 1 Hope.

Subclasses

Lieweaver

Play the Lieweaver if you want to reach into the heart of the Great Lie and pull at the threads of a creature’s conviction, hope, or fear, unraveling their magic by shredding their faith in its power.

Spellcast Trait: Presence

Foundation - Threads of Doubt: When you speak with a creature for at least a minute, you can spend 1 Hope to sense the "Loose Thread" in their conviction. The GM briefly tells you one thing the creature is deeply uncertain about, fearful of, or a secret guilt they harbor. You gain Advantage on all social rolls to manipulate or persuade them using this doubt.

Liar’s Tongue: You can spend 1 Hope to make a lie you tell resonate like an objective, undeniable truth. While you can’t use this to make someone disbelieve their own eyes, they are utterly convinced you believe it. No spell or natural insight will reveal that you do not truly believe what you say.

Specialization - Unwelcome Truth: Speak an uncomfortable truth about the nature of reality, spend 2 Hope, and make a Spellcast roll. All Angels, Demons, and similar Spirits of Elsewhere within Close range must succeed an Instinct reaction equal to this roll or become Fearful of you and move away on their next activation. They may not approach you, or attack you, until they spend a move to reaffirm their faith and clear the condition.

Alternatively, your Unwelcome Truth can take the form of a Liturgy of Doubt. You may begin reciting a liturgy that shakes the resolve of those who weave magic on your action. If you do, until you next take the spotlight you may mark 1 Stress and make a Spellcast roll as a Reaction when a creature within Far range casts a spell. If you Exceed the target’s Spellcast roll, the spell has no effect and any resources they used to cast it are lost. You may spend a calling Die instead of Stress and add the total to the Spellcast roll.

Mastery - Liar’s Shroud: You’ve written your own destiny into the weave of the Great Lie, making it difficult for the magic of others to touch you. Once per rest you may spend 2 Hope as a reaction to start a Liturgy of Doubt and immediately attempt to counter a spell being cast. In addition, you are always Resistant to Magic damage while reciting a Liturgy.

Luminary

Play the Luminary if you want to place your thumb on the scale of destiny to inspire heroes, aid your allies, and deny the reaper.

Spellcast Trait: Presence

Foundation - Font of Hope: When you spend a clarity Die to bolster an ally’s roll, the value adds to their Hope die directly, instead of just the total roll. In addition, add the following ability to the list of abilities you may spend your Calling dice on:

  • Turn the Blade: When an ally could Mark an Armor slot to reduce damage, you may spend a Calling die instead. If you do so, they also Gain 1 Hope.

Specialization - Mend the Consensus: Once per session you can spend 2 Hope and allies within Close range clear one Hit Point, one Dissonance Token, and any detrimental temporary conditions.

Destiny Delayed: Whenever an ally attempts a roll bolstered by Weaving Destiny, if the result is a failure, you may roll a 1d4 and add that Die to your Calling pool, up to your maximum. This may occur only once per ally each session.

Mastery - The Living Firmament: As long as you have at least 1 Die in your Calling Pool, you generate a Zone of Tranquility within Very Close range of yourself. Within this zone, you reduce the tier of Cankers, Gravescars, and Protean Ripples by one step. If you Mark a Stress, you may reduce the severity by two steps for the scene.

Not Today: Once per session, when an ally within Far range would mark their last Hit Point, you may spend one of your Calling dice as a Reaction to have them clear a number of Hit Points equal to the Die.

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u/Moldblossom — 1 day ago

Homebrew Classes - The Alchemist & Dynamo

I didn't get any engagement on the domain, so maybe that means nothing was too objectionable. Here are the two classes I have built currently that use that domain for my setting, the Alchemist and the Dynamo.

My gut tells me the Chimerist is busted, but it's hard for me to really know for sure based on the amount of Daggerheart I have run so far. As mentioned in my other posts, feedback is definitely welcome.


The Alchemist

Part scientist, part mystic, those known as alchemists are masters of the transformative power of the natural and supernatural world. If wizards are the scholars who study the abstract theory of magic, alchemists are engineers who focus on the metaphysical catalysts and mystical schema required to manifest it—brewing potions that hold the essence of complex spells or distilling raw arcane energy into complex mathematical formulae.

Whether they are rewriting their own genetic code to survive a frontline brawl or orchestrating the perfect tactical explosion, an alchemist views the world not as a collection of objects, but as a series of reactions.

  • Domains: Codex & Esoterica
  • Evasion: 11
  • Hit Points: 5
  • Class Item: A sealed glass beaker containing a swirl of glowing, ever-changing liquid or a tiny mechanical beast that behaves like a real animal.

Class Features

Arcane Infusions

You may spend 1 Hope, in addition to any other costs outlined in the ability, to craft an alchemical infusion that contains the magical potential of one of your spells. These infusions can be distributed to, and used by, other creatures. They use your Spellcast trait for applicable rolls. For beneficial effects, infusions are activated by drinking the concoction or pouring it over the area. For offensive effects, they are thrown at a chosen location or target and have a range of Far.

You may have a number of infusions crafted at a given time equal to your Proficiency. If you craft an additional infusion over this limit, your oldest infusion becomes inert. You may make a downtime move during a short rest to craft a new infusion. You can spend an action during a long rest to craft any number of infusions.

Magical Mixers

Once per long rest, you can spend a downtime move to use your alchemical supplies to split a potion into two doses. You spend 1 Hope, produce some reagents from your kit, and create an Ephemeral Dose of the original potion. This cost increases by an additional Hope for each additional time that a given potion has been split (2 Hope for the second split, 3 for the third, etc). An Ephemeral Dose occupies one of your Infusion slots until used.

Hope Feature: Aqua Vitae

You may spend 3 Hope and a move during a long rest to craft a special healing draught that clears a number of Hit Points equal to 1d4 + your Knowledge bonus when consumed. You may consume it yourself, administer it to another, or give it to someone else. You may only have one of these concoctions crafted at a time. If you craft a new one while another remains active, the other becomes inert.


Subclasses

Chimerist

Play the Chimerist if you want to internalize your alchemy and transform into a terrifying, hulking engine of physical destruction.

  • Spellcast Trait: Knowledge

Foundation - Mutagen: You may consume your mutagen and Mark a Stress to magically transform into a hulking humanoid beast. You can drop out of this form at any time. While transformed, you lose can still use weapons, but are treated as if you do not have a spellcast trait (you cannot use magic weapons or cast spells from domain cards). Spells cast before transforming remain active, and you retain your ability to speak. Your mind becomes simpler, and your experiences are replaced by those of the beast. You retain your Armor Slots. If you mark your last Hit Point, you automatically drop out of this form.

  • Stats: Strength +2 | Evasion +1
  • Melee Strength: d8+2 phy
  • Experiences: Smash, Jump, Roar
  • Rampage: When you roll a +1 on a damage die, you can roll a d8 and add the result to the damage roll.
  • Thick Hide: You gain a +1 bonus to your damage thresholds.

Specialization - Improved Mutagen: As Mutagen; in addition, you may Mark a stress for a Moment of Clarity, allowing you to use your Spellcast trait to cast a spell or use your own experiences for the remainder of your spotlight.

  • Stats: Strength +3 | Evasion +2
  • Melee Strength: d10+4 phy
  • Experiences: Smash, Jump, Roar, Track
  • Rampage: When you roll a 1 on a damage die, you can roll a d10 and add the result to the damage roll.
  • Thick Hide: You gain a +2 bonus to your damage thresholds.
  • Takedown: Mark a Stress to move into Melee range of a target and make an attack roll against them. You gain +2 to your Proficiency for this attack and the target must mark a Stress if successful.

Mastery - Master Mutagen: As Improved Mutagen; in addition, you can choose to automatically enter your mutagen form any time you are forced to mark HP by spending 2 Hope.

  • Stats: Strength +4 | Evasion +2
  • Melee Strength: d12+10 phy
  • Experiences: Hide, Smash, Jump, Roar, Track
  • Rampage: When you roll a 1 on a damage die, you can roll a d10 and add the result to the damage roll.
  • Thick Hide: You gain a +4 bonus to your damage thresholds.
  • Takedown: Mark a Stress to move into Melee range of a target and make an attack roll against them. On a success, you gain +2 to your Proficiency for this attack and the target must mark a Stress.
  • Devastating Strikes: When you deal Severe damage to a target within Melee range, you can mark a Stress to force them to mark an additional Hit Point.

Grenadier

Play the Grenadier if you want to master the art of demolition and control the battlefield with a limitless arsenal of volatile explosives.

  • Spellcast Trait: Knowledge

Foundation - Mad Bomber: In addition to your normal options for infusions, you may also craft grenades. You may spend additional Hope, up to your proficiency bonus, to craft a grenade of a tier equal to the Hope spent. Grenades function in all other ways as infusions.

Specialization - Pyro-Master: When you deal damage with a grenade, increase the damage to all affected creatures equal to the number of creatures affected.

Rocket Jump: When you are subject to an explosive or fire-based attack, if your Agility reaction is successful, you may spend 1 Hope. You take no damage and immediately move in a direction of your choice up to Close range.

Mastery - BOOM: Your grenades are supercharged and increase the range band of their effects by 1.

Shaped Charge: When you throw a grenade you may spend a number of Hope up to your tier to designate targets to be excluded from the effects.


The Dynamo

Equal parts engineer and soldier, the Dynamo is a pragmatist of the industrial age who views the chaos of the front through the lens of applied force perfumed with the sweet scent of cordite. While traditionalists cling to old-world blades and heroics, the Dynamo masters the violence of the machine, harnessing steam and fire within brass valves, heavy plating, and rifled barrels.

To a Dynamo, war is a series of mechanical problems requiring high-yield solutions. Theirs is a life of calculated risks, where the hum of an overcharged metacore is the only warning before a tactical breakthrough—or a catastrophic backfire. In their hands, the battlefield is treated as a massive, lethal machine that can be mastered with the right tool and a steady hand.

  • Domains: Bone & Esoterica
  • Evasion: 11
  • Hit Points: 6
  • Class Item: A heavy, oil-stained wrench with a name stamped into the handle or a spent shell casing from an important battle.

Class Features

Gut Check

When you or an ally within Close range trigger a trap, hazard, or are targeted by an ambush, you may make an Instinct Roll (Difficulty 10). On a success, you gain Advantage (+1d6) on your next Reaction roll or +2 Evasion against the triggering effect or attack. You may spend 1 Hope to grant this same benefit to an ally within Close range.

Spit & Polish

With a little percussive maintenance and your trusty wrench, you can repair tools and items to a functional state. Mark 1 Stress to make a broken weapon or item function normally for the rest of the scene. Large or especially complex items might take additional Stress, or not be able to be used with this ability, at the discretion of the Gamemaster.

Hope Feature: Hit the Deck

When you or an ally within Very Close range could mark an Armor slot, you may spend 3 Hope instead to negate the impact.


Subclasses

Siege Engineer

Choose the Siege Engineer if you want to master the heavy math of destruction, breaking stalemates by fortifying your allies and dominating the field with tactical destruction.

  • Spellcast Trait: Insight

Foundation - Patch & Plug: Mark 1 Stress and make a Finesse roll (DC 12). On success, you clear a number of Armor Slots equal to 1d4 + Insight bonus for yourself, or an Ally in melee range. A given suit of armor may benefit from this ability only once per scene. Additionally, you may spend 2 Hope to use Spit & Polish instead of marking Stress.

Specialization - Dig In: Mark 1 Stress to create a covered position. You gain a +2 Evasion from ranged attacks until you move, and grant this bonus to any allies within Very Close range of you until you leave cover.

Mastery - Through the Breach: Mark 1 Stress as you rally your allies. You and all allies within Close range may immediately make a Move towards an enemy. Any ally who ends this move in Close range of an enemy gains advantage on their next Attack Roll.


Shock Trooper

Choose the Shock Trooper if you want to be the first through the breach, clearing bunkers and narrow alleyways with kick-door ferocity and a storm of alchemical buckshot.

  • Spellcast Trait: Insight

Foundation - Breach & Bang: When you make an Agility Roll to move to a Far or Very Far range, or a Strength Roll to break through a physical obstacle (like a door or barricade), you may add both your Agility and Strength modifiers to the roll. On a success, you may immediately make a Primary Weapon Attack against a target within range before you relinquish the spotlight.

Specialization - Suppressive Fire: Mark 1 Stress when you make an attack with a ranged weapon. If your attack is successful, your target has Disadvantage to attack rolls until you next take the spotlight.

Mastery - Violence of Action: When you move a distance of at least Close directly toward an enemy and take an Attack Action against them, you may add an additional d8 to your damage roll (using your proficiency).

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u/Moldblossom — 2 days ago

Esoterica - Custom Domain (Feedback Welcome)

As I said in my other post, I am very new to Daggerheart, but a longtime GM. This is probably too ambitious, but I want to run my setting in a way that will be familiar to my long term players, and there is a lot of homebrew and things that aren't really covered in Daggerheart currently that play key roles in the setting.

This domain is part of the kit for two classes I am working on, the Alchemist and the Dynamo. I feel like I have a good handle on the flavor / role I want for the abilities, but I suspect that some of them are overpowered for the level, underpowered for the level, or just nonsensical in general and would appreciate some feedback.

Please be gentle.

--

Esoterica

Esoterica is the domain of weird science and fringe experimentation. Those who follow this path reject traditional spellcraft in favor of alchemy, advanced engineering, and the creation of bizarre, highly specialized gadgets that blend the old arts of the Cinerati with modern industrial sensibilities.

Practitioners of Esoterica treat the world as a vast laboratory, using chemical catalysts and mechanical ingenuity to replicate (and often surpass) the feats of natural magic. This domain offers its wielders a versatile and unpredictable edge, providing a solution for every problem through a mixture of volatile concoctions and eccentric inventions that walk the line between genius and catastrophe.


Level 1

  • EMPIRICISM (Ability | Recall: 0)
        You may spend a Hope to substitute a Knowledge roll for a roll using a different trait.

  • IMPROVISED EXPLOSIVE (Ability | Recall: 1)
        Make a Finesse Roll against a target within Very Far range. On a success, hurl a small explosive device toward them. The target and all creatures within Very Close range must make an Agility Reaction (12). On a failure, they take d10 magic damage using your Proficiency. On a success, they take half damage.

  • RESTORATIVE SALVE (Ability | Recall: 1)
        Spend a Hope to produce a short-lived alchemical salve from your kit. It takes an Action to apply. You or an ally may heal 1 Hit Point and 1 Stress. You may hand this to an ally, or use the salve yourself, but it becomes inert at the end of the scene. A creature may only benefit from this once per Rest.


Level 2

  • PNEUMATIC GRAPPLE (Ability | Recall: 2)
        Spend a Hope to move to any point within Far range without making an action roll, or mark 1 Stress to pull a willing or Restrained target that is your size or smaller, and within Far range, to you.

  • AEROSOLIZED OBSCURANT (Ability | Recall: 1)
        Spend a Hope and pick a point within Far range to create a smoke cloud within Close range of that point. Creatures inside the cloud are Hidden from those outside. Attacks made against targets within the smoke are made with Disadvantage.


Level 3

  • CONCUSSIVE PULSE (Ability | Recall: 1)
        When you hit with a weapon attack, spend 1 Hope to force the target to move to an unoccupied space of your choice within Close range of their starting point.

  • UTILITY BELT (Ability | Recall: 0)
        Once per Long Rest, you may produce a tool from your kit perfect for a specific task. Choose Strength or Finesse. For the remainder of the scene, you have Advantage on action rolls made with that trait to complete the task.


Level 4

  • REACTIVE ASSIST (Ability | Recall: 2)
        Your augmented armor bolsters your physical abilities. You may mark a Stress to substitute your spellcast trait for your Strength or Agility for the scene.
        In addition, you may mark an Armor slot to gain Advantage on a Strength or Agility action roll or reaction.

  • PARALYTIC AGENT (Ability | Recall: 1)
        Spend a Hope to coat a weapon. On the next successful hit with that weapon, the target is Temporarily Restrained.


Level 5

  • HIGH CALIBER (Ability | Recall: 2)
        Mark 2 Stress to make a targeted strike with your weapon. On a success, the target must mark 1 additional Hit Point in addition to the normal damage of the attack.

  • METABOLIC MUTAGEN (Ability | Recall: 1)
        Once per Long Rest, you may gain Advantage on all Strength and Agility rolls for the scene, and add 1d10 damage to your successful melee attacks. Mark a Stress at the end of each of your spotlights. When you mark your last Stress, this effect ends.


Level 6

  • STRUCTURAL DISRUPTION (Ability | Recall: 1)
        Your attacks against unattended objects deal double damage. Additionally, you may spend 2 Hope to deal double damage to a Construct (a creature made of stone, wood, metal, etc.) with a weapon attack.

  • MAGNETIC SNARE (Ability | Recall: 2)
        Spend 2 Hope to deploy a trap within Far range. Adversaries within Close range of the snare cannot move further than Close range from it and are Temporarily Vulnerable unless they succeed on an Agility Reaction (13). The trap has Difficulty 10, Thresholds 10/15, and 3 HP.


Level 7

  • REMOTE DETONATION (Ability | Recall: 2)
        You may set a trap within Very Close range as an Action. At any time, spend a Hope to trigger it. Any adversary in Close range of the trap must make an Agility Reaction (15). On a failure, they take d20+5 magic damage. On a success, they take half damage. You may only have one trap active at a time, and must be within a mile of the trap to trigger it.

  • CORROSIVE VAPOR (Ability | Recall: 1)
        Mark 2 Stress and make a Finesse Roll to spray an acidic mist onto a group of enemies within Far range. All affected enemies must be within Close range of each other. They take d8 direct damage and their Difficulty is reduced by 3 for the scene. This Difficulty reduction does not stack if the power is used again.


Level 8

  • THE SINGULARITY CHARGE (Ability | Recall: 2)
        Once per Session, target a spot within Very Far range. All creatures in a Close range of that spot take Severe Damage and must make an Agility Reaction (15) or become Temporarily Vulnerable. Targets that succeed the reaction roll reduce the damage by one threshold.

  • AUTOMATED OBSERVER (Ability | Recall: 2)
        Spend 3 Hope to deploy a spotter drone for the scene. It has the Gifted Tracker ability (Sage). During your spotlight, it can reveal a Hidden target, or mark a target. A Marked target grants all attackers Advantage on attack rolls against them. The drone has Difficulty 15, Thresholds 10/15, and 3 HP. It may Mark only a single target at a time, and must remain within Close range of the Marked target.


Level 9

  • PANACEA PROTOCOL (Ability | Recall: 1)
        Spend 3 Hope to heal an ally within Close range for 2 HP, clear all temporary conditions, and grant them Advantage on their next roll. A target must take a rest before they can benefit from this ability again.

  • EPHEMERA SIPHON (Ability | Recall: 0)
        Whenever you or an ally within Close range mark damage from a magic source, you gain 1 Hope (up to your maximum). You may only gain 1 Hope from an attack or spell, even if it injures more than one target.


Level 10

  • EUREKA MOMENT (Ability | Recall: 2)
        You may turn an action roll into an automatic Critical Success. You may only use this ability once after each Long Rest.

  • AXIOM OF EFFICIENCY (Ability | Recall: 1)
        Each session, place a number of tokens on this card equal to your Proficiency. When you or an ally rolls with Fear, you may remove a token to change the result to Hope instead. At the end of the session, remove all unspent tokens.

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u/Moldblossom — 3 days ago

Thaumaturge - Custom Class (Feedback Welcome)

I am very new to Daggerheart, but a longtime GM. I am currently working on updating my long term campaign setting into the system (from PF1E) and trying to capture some of the class archetypes that have been popular with players into classes and subclasses.

I feel like I am starting to get a handle on things, but as both me and my players are new, I am not sure if some of these things are totally busted or totally useless. Please be kind, but I would appreciate feedback.


Thaumaturge

Domains: Codex & Blood

Evasion: 10

Hit Points: 6

Class Features

Bloodletting: You may mark a Hit Point to gain Hope or clear Stress equal to your Proficiency.

Thaumaturgy: You can perform subtle, authoritative magical effects at will through words of power. For example, you can cause liquids to curdle or dry, stanch a minor wound, clean blood from a surface, sever a rope, snuff or light a candle, or speak a word to sense the general meaning of a small bit of text or snippet of conversation. Hope Feature

Sanguine Secrets: If you have a fresh sample of a creature’s blood or ichor, you may spend 3 Hope to commune with the essence of that life force. You learn a number of truths about the creature equal to your Proficiency.

Choose from the following questions:

  • By what name are you known? (Their most commonly used name).

  • What is your nature? (Their ancestry, gender, and role or profession).

  • How was this blood shed? (A brief vision of the events that led to the spill from the target’s perspective).

  • When was this blood shed? (The approximate time or date the blood left the body).

  • From where does your pulse call? (You sense a vague, drifting pull in the direction of the creature’s current location).

  • What is your current state? (Whether the creature is alive, dead, or undead, and their general well-being).

Subclasses


Hemotheurge

Play the Hemotheurge if you want to manipulate the life force and essence of others to fuel your own vitality.

Spellcast Trait: Knowledge

Foundation - Red Thirst: Once per scene, when you cause a creature to Mark one or more Hit Points, you may clear a Hit Point or a Stress.

Specialization - Sanguine Armor: Your armor threshold is increased by your missing HP.

Mastery - Life Drinker: Once per rest, you may make a Spellcast roll against each living enemy within Close range. Targets that fail an Insight reaction Mark 1 Hit Point. For each Hit Point marked in this way, you may restore Hit Points and clear Stress in any combination. (For example: If three enemies each mark a Hit Point from this ability, you could restore 1 missing Hit Point and clear 2 marked Stress).


Onomancer

Play the Onomancer if you want to command reality through the fundamental authority of True Names.

Spellcast Trait: Knowledge

Foundation - Nameless Shield: You twist your own true name into obscurity, convincing magical attacks to slide off of you, or perhaps turning them back onto your enemies. Apply your proficiency bonus to your evasion against magical attacks and your spell reaction rolls. If such an attack misses or fails to affect you, you may spend a Stress to redirect the attack to an enemy of your choice in range of the original attack. The attack affects the new target using the same attack or spellcast roll as the original effect.

Specialization - Forked Tongue: For your attacks and effects that have a single target, you may spend 2 Hope to choose an additional target. The second target must still be in range.

Mastery - Namebound: If you know the name of a creature, you may spend 1 Hope to give them disadvantage on reactions against your attacks and spells. You may also spend 1 Hope to gain advantage on rolls against them

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u/Moldblossom — 5 days ago