r/daggerbrew

▲ 6 r/daggerbrew+1 crossposts

Any astrophysicists here?

Hello, my players wants to play both Witherwilds (a day is equal to earth's week) and Andaluria (day and night is roughly the same as on the earth, but nights keep getting progressively longer year by year).

Is it possible to place both regions on the same planet keeping the physics intact?

If not I will come up with some 'magic' explanation, but it would be so extremely cool to have it astrophysically correct and describe what people form both regions see in the sky.

I was thinking about maybe very short year (14 days) or different shape of the planet (a torus maybe) or more suns. But I'm just to weak scientifically to make it work.

reddit.com

Homebrew Adversaries - Fey, Demons and Ozzes

A series of Adversaries I homebrewed to complement the ones on Core and Hope & Fear. They were made specifically with the intention of expanding the Fey, having Oozes adversaries at tier 4 and making a kind of counterpart for Demon Lord Berzug in the sense of a Demon Lord that is not just a pile of muscles. - Enjoy ;)

*Arts are all from the artist credited bellow, they were all cropped, then stylized and edited on photoshop using brushes, filters, color correction + the smudge and stamp tools.
Background is a page from pdf blanked out also on Photoshop.

Arts Credits -
Amanda Duraes
Fiddler
Alex Coadou
Gilgul
Zhengyi Wang
Gabriel Meneses Gomes
Kaique Gabriel
Guile Rancel
Tom Bloom
Noc7urne

▲ 84 r/daggerbrew+1 crossposts

Hearth Domain - Homebrew Support Domain

Hello, everyone!

My name is Yago, but I go by Yads!

I've been playing Daggerheart for the last six months and recently started homebrewing for a new campaign I'm GMing. My players suggested I put what I'm working on out there, so here's my first homebrew: the Hearth Domain!

Hearth is a support and social domain that cares a lot about your party, your allies, and who you sit at the table with. In combat it cares about positioning, about negating adversary movement, taxing them, creating zones of protection.

It also adds a new card type, the Trinket. Inspired by Arcana's Rune Ward but extrapolated as a whole subsystem: you mark Stress to mint charms, hand them to your allies, and they decide when to spend them and what they do based on cards on your loadout. The more Trinket cards on your loadout, the menu of effects gets wider.

The document has all 21 cards, printable, plus the card reference, an overview, designer notes, tips along the text, and an FAQ covering the questions that came up during playtest.

I illustrated, designed and revised it myself over the last two months, and playtested it with a table of four in stressing scenarios almost weekly. English isn't my first language, so if any of the rules text reads unclear, please let me know.

It's free on Heart of Daggers, but you can pay what you want if you feel like supporting me or if you like the project.

Link: Hearth Domain

I'm also working on a class to go alongside it, the Lamplighter, using Hearth and Midnight as the domain combination, coming by the end of the month.

Would love to know what you think! Questions, concerns, all of it!

u/YadsDom — 1 day ago
▲ 19 r/daggerbrew+1 crossposts

daggerheart™ compatible: salvaging & crafting — looking for feedback

i’ve been working on a salvaging and crafting system for daggerheart and would like some feedback.
the system ties salvaging to the existing tier and difficulty of adversaries and environments, with the roll determining how much material is recovered.
crafting uses the work on a project downtime move and is divided into design, creation, and refinement. it can be used for existing daggerheart equipment as well as custom designs.
i’m mainly wondering:
does this feel too complex for daggerheart?
does the system sound fun and worth using at the table?
any general feedback, criticism, or suggestions are welcome.

u/GureN379 — 2 days ago
▲ 29 r/daggerbrew+1 crossposts

Daggerheart Environment Tier 3+ Story Seeds - Drowned Sanctum

Hi everyone! Back with another free environment! This time it is a Tier 3!

Quick disclaimer: art by me!

Text version:

Drowned Sanctum

Tier 3 Daggerheart Environment

Tier 3 Event
A stone shrine encased in saltwater, nature and chiseled slabs melding harmoniously.

Impulses: drown, creep, preserve.

___
Difficulty: 16
Potential Adversaries: Greater Water Elemental
____

FEATURES

Sunken Grandeur - Passive: Any time the PCs make a Roll to learn about this place and what happened here:

  • With Hope, gain an additional insight into the civilization that built this place or the magic that preserves it.
  • With Fear, the pressure and strain of the depths start to gnaw at them—they mark 1 Stress the first time this happens.

How is the party breathing and swimming down here?  Could this be imperiled by spells or accidents?  What preserves the stones?

Party Pass - Passive: Any time a Greater Water Elemental uses High Tide while another Greater Water Elemental is within Close of it, the knockback effect can extend to any distance within Close of any Greater Water Elemental. This can chain multiple times.; only 1 in the chain marks Stress.

Enter the Typhoon - Reaction: The first time the party disturbs the structure or makes contact with it in any way, the latent magics holding it firm against the water’s pressures manifest. Greater Water Elementals appear, a group four times the party’s size, and attack.

Are they guarding the stones, or awaiting something to feed upon?  Do these elementals guard this place deliberately, or as a simple mechanical function of their existence?

Story Seeds

Lost Rubric of the Deep
It is said that an ancient construct of glass and encased sea flora held the secrets to constructing civilization itself; this arcane artifact has long been derided as a fairy tale or else lost permanently to some disaster.

But when the party’s contact delivered them a trunk of old charts and journals, everything changed: the Lost Rubric is very real.  And what’s more, they know exactly where it is.

Who else wants the Rubric, and why?  Do the PCs suspect others know?  How do the PCs feel about this ancient guide to starting civilization?  Could it help modern people?  Does it even work?

Crushing in the Depths
Fishers disappear along a certain sea lane, torn from their boats by unseen forces.  A contact of the party believes that a strange ruin could be causing elemental activity.

Are the elementals an intentional part of this ruin, or a side effect of pressurized magic?

u/enrimbeauty — 2 days 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).

reddit.com
u/Moldblossom — 2 days ago

Homebrew Codex Grimoire

How does this Homebrew Codex Grimoire look?

I tried keep the effects related but eclectic and went with the “Minor Offense, Minor Utility, Strong Defensive” setup. Tho I could see even making it a 2 effect Grimoire even. Thinking narrative first, I love scenes in other games where my Tiny Hut or Cozy Cottage can serve as a relatively safe RP space. Given other level 1 Grimoires have things like Telepathy as a valid effect (for a cost), do you think this is balanced for a level 1 effect? Or should it even be level 2 or 3?

# Book of Seb
Level 1 Codex Grimoire

- **Shocking Rune**
Make a Spellcast Roll against a Target in Close Range. On a Success the Target takes D8 Magic Damage using your Proficiency and must Mark a Stress

- **Thread Sigils**
Make a Spellcast Roll (12) to Summon threads as strong as normal rope connecting two objects or surfaces in Far Range. Alternatively, the thread may coil around an Object, immobilizing it until the threads are cut or otherwise destroyed.

- **Cottage Glyph**
You spend a minute concentrating on a desire for home and make a Spellcast Roll. On a Success, you Mark a Stress and create a large hemispherical glyph that creates a space in Close Range of you.The interior of the glyph is always a comfortable temperature to the caster, keeps out weather less severe than a hurricane, and is comfortable to lay upon its flat face. The Glyph is instantly destroyed if it takes at least Major Damage from any source except weather or the environment as described above. Its Evasion and Damage Threshold is equal to the result of your Spellcast Roll.

reddit.com
u/SebtheDreamsmith — 3 days ago

Spellsword - Custom Class (Arcana & Blade)

The last couple of classes have lined up nicely to start knocking down domains. This marks the completion of blade, the second domain behind midnight that I have completely filled in with a class. Only 6 classes and 7 domains left.

I'm not convinced on the name, it feels a little too forced to me and so far I've been able to come up with a relatively clean noun for each class. This is the least satisfied I've been with a name so far, so if anyone has got a better suggestion I would love to change it.

Otherwise, as always, let me know how I did!

Artist Credits:

Ogre Battlecaster. Illustrated by Javier Charro

Twinflame. Illustrated by Chase Stone

TM & © 2026 Wizard of the Coast, LLC

u/CheesyCrackers610 — 6 days ago
▲ 16 r/daggerbrew+1 crossposts

Tapestry - Improv with Structure

This is an idea I've been noodling on for awhile and I'm hoping that by writing it down and sharing it with you all, we might be able to congeal it into something useful.

I love the improv aspect of Daggerheart, yet I have historically failed to capture it adequately at my table. Daggerheart should not be me, the GM, unfolding a mystery to my players who are consumers of this story. It should be more collaborative than that. To help me with this, I want to take the Campaign Frame and add a layer of structure to the over-arching plot based on the characters and their Connections. Something similar to the way Stonetop does prompts and questions that are very suggestive and intrinsically, explicitly tie the characters to parts of the story structure. Basically, a layer of narrative structure between the Campaign Frame and Connections that still leaves plenty of room for surprises and improvisation but helps me as the GM ensure I'm getting to the story beats. It would also help to focus players on their own character's stories.

What I'm envisioning is a sort of Mad Lib in 3 parts. Each part corresponds to the 3-act structure: Setup, Crescendo, Climax. Each part is a one-page Thread and is entirely themed to the Frame- its Themes and plot hooks. Together, the three Threads make the Tapestry. The GM sets a "Downtime" session to touch base with the players after Acts 1 and 2 of the actual campaign. This doesn't have to take very long.

The Setup Thread (which would occur during Session 0) is inspired by the Campaign Frame's inciting event, identifies the core conflict, sets up the BBEG, and ties the PC's to each other, the factions, and the stories. You can can the Connections directly in here.

The Crescendo Thread is more open-ended because of how many directions the story could have gone, so if it's not useful at that point, a GM may have to craft their own. That said, the blanks are bigger but the goal of this structure is to bring the dangling story threads toward each other. This may mean unifying certain threats, resolving the less compelling ones, or even starting a new one. Importantly, this act must feature some sort of Betrayal. It doesn't have to come from an NPC; it might be the betrayal of a concept, idea, or history that the characters believed. The point is to take something and flip it on its head to sew a new thread into the story.

The Climax Thread resolves. I think maybe this one is the most nebulous and GM-facing, though it would still need player inputs. Maybe the players provide inputs on things like the setting set pieces, a forgotten character is brought back from early in the story, a critical ally is lost. Critically though, it must identify the most important story threads to the players so that they can be resolved in the 3rd act of the campaign.

I'm fond of this idea because it's like a Session 0 but with additional campaign milestones to check in with the players and get their explicit input on the unfolding story. It feels very Daggerheart to me.

u/Velenne — 4 days ago
▲ 22 r/daggerbrew+1 crossposts

age of umbra shadowlands road to nowere zine released

i think this is the same zine they were handing out physical copies of at gencon it ads ubra powered vehicles so we FINALLY have some vehicle rules to work from

daggerheart.com
u/Nightstone42 — 5 days ago
▲ 482 r/daggerbrew+2 crossposts

A guide to cinematic travel

Qualche mese fa avevo pubblicato su FCG una guida al viaggio per Daggerheart che ha avuto svariati like e commenti.

Ho deciso quindi di pubblicarla anche in una versione impaginata e illustrata.

Potete trovarla qui in Pay What You Want:

https://www.drivethrurpg.com/it/product/579348

Farà parte di una serie di pubblicazioni su cui sto lavorando da qualche tempo che usciranno nei prossimi mesi, ogni supporto è utile.

Chiaramente la guida rimarrà anche disponibile nella sua forma originale su FCG

https://freshcutgrass.app/publications/a-guide-to-travel-ml88f24a

Come sempre commenti e feedback sono benvenuti!

u/Funky_Fox — 9 days ago

I made these almost a year ago and found them when cleaning my folders. Meant to be for a un-set of subclasses, like MtG's un-sets (joke sets with features and mechanics that won't fit into main game)

School of IT wizard

u/Fureru-Moji-3871 — 7 days ago

Dragon's Vault Sneak Peak #3 - Shattersword

Dragon's Vault is coming, today we have a sneak of the redesign of the Shattersword! Dragon's Vault is a resource book full of magical weapons, armour, loot, new domain cards and Adversaries coming on August 31st on all good Daggerheart 3rd party websites.

Original D&D version can be found here: https://thewelshdm.wordpress.com/2025/02/24/shatter-sword/

Design - Myself
Art - Erinfaron (@Erinfaron on Bluesky)

u/the_welsh_dm — 7 days ago
▲ 19 r/daggerbrew+1 crossposts

Fogbound - a Campaign Mechanic

“The Fogs of Elos” campaign frame is still under development, and these are the campaign mechanics I’m currently testing. I’ve also included some background elements to provide context for the mechanics. The mechanics work independently and can be incorporated into any campaign where the setting imposes a toll of fatigue on its inhabitants—whether it’s a year of plague, a long march, a siege, or a particularly harsh winter. Any feedback is welcome.

A special thank you to the Daggerheart Italia community for supporting me every day as I explore this fantastic game, and to u/MichaelRUnderwood for encouraging me to bring this project to life.

freshcutgrass.app
u/alphyere — 7 days ago
▲ 8 r/daggerbrew+1 crossposts

Damage Types on Beast Feast/Monster Hunter Campaign Frame

So, I intend to run a game based on the Beast Feast campaign frame, but with a bigger focus on monster hunting using the colossus rules from the core rulebook, and hunting mechanics of Dark Heart of Andaluria, from H&F.

The main thing is I'm also thinking about adding damage types as a campaign mechanic, and I'd like to hear your opinions on it.

My current thought is to add damage types only to specific creatures during hunts, rather than to every single adversary. For example, if the party is facing a simple giant scorpion, players and monsters would only deal physical and magical damage. But once they engage in a hunt against a large creature using the colossus rules, such as an Anjanath from Monster Hunter, damage would be divided into several subtypes.

I'm also torn between letting players choosing their damage type for spells and magic abilities when they learn it, or between rests, as a sort of preparation, like wizards prepared spells in DnD

I based my damage types on a mix of Fabula Ultima, DnD, and Monster Hunter.

Physical Damage is divided into three subtypes:

  • Bludgeoning: Caused by blunt weapons, such as clubs and maces, as well as falls;
  • Slashing: Caused by sharp weapons, such as swords and axes, as well as a monster's claws;
  • Piercing: Caused by pointed weapons, such as daggers and spears, as well as monster bites.

Magical Damage is divided into 11 types:

  • Acid: Caused by some monsters and natural hazards, as well as alchemical items;
  • Air: Caused by shockwaves, sonic attacks, and supernatural winds;
  • Earth: Caused by supernatural tremors and earth spirits;
  • Fire: Caused by flames, magma, or intense heat;
  • Ice: Caused by extremely low temperatures and ice magic;
  • Light: Caused by pure and untainted spiritual energy;
  • Lightning: Caused by lightning and electricity;
  • Poison: Caused by poisons, infections, and pollution;
  • Psychic: Caused by mental attacks and spells that affect the victim's mind;
  • Umbral: Caused by undead creatures and life-destroying magic;
  • Water: Caused by pressurized water, powerful currents, and water magic.

I'd also have resistances, vulnerabilities, immunities, and absorption.

Some creatures have an affinity with certain damage types, usually because of their species. For example, undead creatures are typically vulnerable to Light damage.

  • Resistance: Damage of the specified type is halved before being compared to the creature's damage thresholds;
  • Vulnerability: Damage of the specified type is doubled before being compared to the creature's damage thresholds;
  • Immunity: The creature takes no damage of the specified type;
  • Absorption: Instead of marking HP, the creature regains an amount of HP equal to the damage it would have taken. The damage is still compared against its damage thresholds normally, but instead of marking HP, it recovers that amount.

As for harvesting and crafting monster parts, regular food would use the default Beast Feast rules. But for equipment I'm creating a system based on Monsters of Drakkenheim, which has a simpler and more narrative crafting mechanic than regular D&D.

Sorry for any mistakes on DH nomenclature, I mainly play in portuguese, so I'm not used with the english terms.

reddit.com
u/Pryderino — 9 days ago
▲ 29 r/daggerbrew+1 crossposts

Wealth Domain and 2 Classes (Merchant & Mercenary)

Hello all!

I have a new domain, two new classes, and four subclasses to share that I have been working on related to the theme of "Wealth." I am not a professional by any means, but I do like to think that I have an eye for editing and I want to be as faithful as I can to the spirit of the game and the rules.

This is my first time doing a project like this, so I would appreciate feedback but also please be kind! This is still version 1.0, so things will likely change.

Wealth Domain: Meant to be a roleplay/support focused domain, with a few combat options thrown in. Obviously balance will be based on how much Gold is worth in the campaign, and this does ask GMs to give more thought to the economy of their world.

Merchant Class: Wealth and Grace support-style class based around the fantasy of discovering rare and valuable items while adventuring.

Shopkeeper and Collector Subclasses: Merchant subclasses, one that incentivizes selling items you find and another than incentivizes keeping and using the items you find.

Mercenary Class: Wealth and Valor martial, non-Spellcast tank-style class that includes a built-in reputation system.

Bounty Hunter and Bodyguard Subclasses: Mercenary subclasses, one that helps you bring in marks and another that enables you to cover your allies.

Thank you for taking a look!

u/-TheWrongTree- — 11 days ago

Need Help with a third subclass for the Allwalker

I've been working on this class that is centered around changing your ancestry. Think ben 10, but it's a fantasy setting so the transformations are the different ancestries of the game instead of aliens.

The Ancestry Adept subclass is there to let you rapidly switch between ancestries and use their features at a cheaper cost, along with some thematic social features thrown in.

The Amalgam subclass lets the player turn into a monstrous mashup of ancestries and have more of there features at a time, much like kevin levin's mutations from ben 10.

Any comments/critique on the base class and subclasses would be appreciated, but I's also needing some fresh eyes and minds to come up with a third subclass concept. Any help would be appreciated, thanks!

Copied the formatting of the first image from u/CheesyCrackers610's classes

u/Randalljb — 9 days ago

Paragon - Custom Class (Arcana and Bone)

Arcana and Bone has been one of the more conceptually challenging domain combos for me, but I've been noodling on it for a while and I've gotta get to it at some point.

I hope I've done an ok job at a class who somehow derives their magic intrinsically from their own body. If I haven't, as always let me know!

Also, thanks again to u/JackH2O234 for helping me develop the class ability!

Artist Credits:

Messenger's Speed. Illustrated by Clint Cearley

Anointed Peacekeeper. Illustrated by Tia Masic

TM & © 2026 Wizard of the Coast, LLC

u/CheesyCrackers610 — 13 days ago