Subclasses

Standard subclasses with official feature text where available.

Beastbound - subclass card image

Ranger

Foundation

Beastbound

foundation

Companion: you have an animal companion of your choice (at the gm's discretion). they stay by your side unless you tell them otherwise.

take the ranger companion sheet. when you level up your character, choose a level-up option for your companion from this sheet as well.

Beastbound - subclass card image

Ranger

Specialization

Beastbound

specialization

Expert training: choose an additional level-up option for your companion.

Battle-bonded: when an adversary attacks you while they're within your companion's melee range, you gain a +2 bonus to your evasion against the attack.

Beastbound - subclass card image

Ranger

Mastery

Beastbound

mastery

Advanced training: choose two additional level-up options for your companion.

Loyal friend: once per long rest, when the damage from an attack would mark your companion's last stress or your last hit point and you're within close range of each other, you or your companion can rush to the other's side and take that damage instead.

Call of Brave - subclass card image

Warrior

Foundation

Call of Brave

foundation

Courage: when you fail a roll with fear, you gain a hope.

Battle ritual: once per long rest, before you attempt something incredibly dangerous or face off against a foe who clearly outmatches you, describe what ritual you perform or preparations you make. when you do, clear 2 stress and gain 2 hope.

Call of Brave - subclass card image

Warrior

Specialization

Call of Brave

specialization

Rise to the challenge: you are vigilant in the face of mounting danger. while you have 2 or fewer hit points unmarked, you can roll a d20 as your hope die.

Call of Brave - subclass card image

Warrior

Mastery

Call of Brave

mastery

Camaraderie: your unwavering bravery is a rallying point for your allies. you can initiate a tag team roll one additional time per session. additionally, when an ally initiates a tag team roll with you, they only need to spend 2 hope to do so.

Call of the Slayer - subclass card image

Warrior

Foundation

Call of the Slayer

foundation

Slayer: you gain a pool of dice called slayer dice. on a roll with hope, you can place a d6 on this card instead of gaining a hope, adding the die to the pool. you can store a number of slayer dice equal to your proficiency. when you make an attack roll or damage roll, you can spend any number of these slayer dice, rolling them and adding their result to the roll. at the end of each session, clear any unspent slayer dice on this card and gain a hope per die cleared.

Call of the Slayer - subclass card image

Warrior

Specialization

Call of the Slayer

specialization

Weapon specialist: you can wield multiple weapons with dangerous ease. when you succeed on an attack, you can spend a hope to add one of the damage dice from your secondary weapon to the damage roll. additionally, once per long rest when you roll your slayer dice, reroll any 1s.

Call of the Slayer - subclass card image

Warrior

Mastery

Call of the Slayer

mastery

Martial preparation: you're an inspirational warrior to all who travel with you. your party gains access to the martial preparation downtime move. to use this move during a rest, describe how you instruct and train with your party. you and each ally who chooses this downtime move gain a d6 slayer die. a pc with a slayer die can spend it to roll the die and add the result to an attack or damage roll of their choice.

Divine Wielder - subclass card image

Seraph

Foundation

Divine Wielder

foundation

Spirit weapon: when you have an equipped weapon with a range of melee or very close, it can fly from your hand to attack an adversary within close range and then return to you. you can mark a stress to target an additional adversary within range with the same attack roll.

Sparing touch: once per long rest, touch a creature and clear 2 hit points or 2 stress from them.

Divine Wielder - subclass card image

Seraph

Specialization

Divine Wielder

specialization

Devout: when you roll your prayer dice, you can roll an additional die and discard the lowest result. additionally, you can use your "sparing touch" feature twice instead of once per long rest.

Divine Wielder - subclass card image

Seraph

Mastery

Divine Wielder

mastery

Sacred resonance: when you roll damage for your "spirit weapon" feature, if any of the die results match, double the value of each matching die. for example, if you roll two 5s, they count as two 10s.

Elemental Origin - subclass card image

Sorcerer

Foundation

Elemental Origin

foundation

Elementalist: choose one of the following elements at character creation:

you can shape this element into harmless effects. additionally, spend a hope and describe how your control over this element helps an action roll you're about to make, then either gain a +2 bonus to the roll or a +3 bonus to the roll's damage.

Elemental Origin - subclass card image

Sorcerer

Specialization

Elemental Origin

specialization

Natural evasion: you can call forth your element to protect you from harm. when an attack roll against you succeeds, you can mark a stress and describe how you use your element to defend you. when you do, roll a d6 and add its result to your evasion against the attack.

Elemental Origin - subclass card image

Sorcerer

Mastery

Elemental Origin

mastery

Transcendence: once per long rest, you can transform into a physical manifestation of your element. when you do, describe your transformation and choose two of the following benefits to gain until your next rest:

+4 bonus to your severe threshold
+1 bonus to a character trait of your choice
+1 bonus to your proficiency
+2 bonus to your evasion

Executioners Guild - subclass card image

Assassin

Foundation

Executioners Guild

foundation

First strike: the first time in a scene you succeed on an attack roll, double the damage of the attack.

Backstab: your "marked for death" feature uses d6s instead of d4s.

Executioners Guild - subclass card image

Assassin

Specialization

Executioners Guild

specialization

Death strike: when you deal severe damage to a creature, you can mark a stress to make them mark an additional hit point.

Scorpion's poise: you gain a +2 bonus to your evasion against any attacks made by a creature marked for death.

Executioners Guild - subclass card image

Assassin

Mastery

Executioners Guild

mastery

True strike: once per long rest, when you fail an attack roll, you can spend a hope to make it a success instead.

Backstab: your "marked for death" feature uses d8s instead of d6s.

Hedge - subclass card image

Witch

Foundation

Hedge

foundation

Herbal remedies: when you or an ally clear one or more hit points or stress as the result of using a consumable, increase the number cleared by one.

Tethered talisman: once per rest, you can imbue a small item with your protective essence. when the person holding the talisman takes damage, you can expend its magic to reduce the number of hit points they mark by one. you can't create a new talisman until the old one has been used.

Hedge - subclass card image

Witch

Specialization

Hedge

specialization

Walk between worlds: make a spellcast roll (13) to step beyond the veil of death and converse with any nearby spirits. place a number of tokens equal to your spellcast trait on this card and remove one each time a spirit answers a question. you return to the mortal realm when the last token is removed.

Enhanced hex: attacks you make against hexed creatures gain a damage bonus equal to your proficiency.

Hedge - subclass card image

Witch

Mastery

Hedge

mastery

Circle of power: once per rest, mark a circle on the ground up to very close range and place a number of tokens equal to your spellcast trait on this card. each time you or an ally within the circle makes an action roll or is hit with an attack, remove a token. this spell lasts until the last token is removed or you step out of the circle. while within this circle, you and any allies:

gain a +4 bonus to your damage thresholds.
gain a +2 bonus to your attack rolls.
gain a +1 bonus to your evasion.

Moon - subclass card image

Witch

Foundation

Moon

foundation

Night's glamour: mark a stress to glamour yourself in a magical facade that lasts until you mark a hit point, make an attack, or take a rest. while glamoured, you can:

disguise yourself to look like any creature of your approximate size that you've seen.
enhance your own appearance. you gain advantage on presence rolls that leverage this change.

Moon - subclass card image

Witch

Specialization

Moon

specialization

Moonbeam: once per session, you can conjure a column of moonlight that illuminates the area within close range until the end of the scene. while bathed in this moonlight, you and any allies gain a +1 bonus to spellcast rolls and advantage on rolls to see through illusions.

Ire of pale light: when a hexed creature within far range fails an attack roll, they must mark a stress.

Moon - subclass card image

Witch

Mastery

Moon

mastery

Lunar phases: your spirit ebbs and flows like the phases of the moon. at the beginning of each session, roll a d4 and gain the matching effect until the end of the session:

1: new - you can always spend a hope to reduce minor damage to none.
2: waxing - gain a +2 bonus to your damage rolls.
3: full - gain a +2 bonus to your damage thresholds.
4: waning - gain a +1 bonus to your evasion.

Juggernaut - subclass card image

Brawler

Foundation

Juggernaut

foundation

Powerhouse: increase the d8 damage dice for your unarmed attack to d10s. additionally, you can mark a stress to target two creatures within melee range with a single attack roll.

Overwhelm: on a successful attack, you can spend a hope to force the target to mark a stress or to throw them within close range.

Juggernaut - subclass card image

Brawler

Specialization

Juggernaut

specialization

Rugged: gain a permanent +3 bonus to your severe damage threshold. additionally, your "powerhouse" feature can up to target three creatures instead of two.

Eye for an eye: when you mark more than one hit point from an attack in melee range, the attacker must make a reaction roll (13). on a failure, once per rest, they immediately mark the same number of hit points in return.

Juggernaut - subclass card image

Brawler

Mastery

Juggernaut

mastery

Pummeljoy: when you critically succeed on a weapon attack in melee range, you gain an additional hope, clear an additional stress, and gain a +1 bonus to your proficiency for the attack.

Not done yet: when you mark more than one hit point from an attack, you can gain a hope or clear a stress.

Martial Artist - subclass card image

Brawler

Foundation

Martial Artist

foundation

Martial form: take the martial form sheet. you start with two martial stances from tier 1. when you reach a new tier, take two additional stances at your tier or lower.

Focus: during a rest, roll a number of d6s equal to your instinct and place a number of focus tokens equal to the highest value rolled on this card. spend a focus to shift into a stance until you take severe damage, the scene ends, you mark your last hit point, or you shift into another stance.

Martial Artist - subclass card image

Brawler

Specialization

Martial Artist

specialization

Keen defenses: when you are targeted by an attack, you can spend a focus to give the attack roll disadvantage.

Spirit blast: spend a focus to make an instinct roll against an adversary within close range. on a success, you deal d20+3 magic damage using your proficiency, and you can spend an additional focus to make them temporarily vulnerable.

Martial Artist - subclass card image

Brawler

Mastery

Martial Artist

mastery

Limit breaker: once per rest, you can pull off an unbelievable feat such as running across water, leaping between distant rooftops, or scaling the side of a building without needing to roll. when you do, gain a hope and clear a stress.

Nightwalker - subclass card image

Rogue

Foundation

Nightwalker

foundation

Shadow stepper: you can move from shadow to shadow. when you move into an area of darkness or a shadow cast by another creature or object, you can mark a stress to disappear from where you are and reappear inside another shadow within far range. when you reappear, you are cloaked.

Nightwalker - subclass card image

Rogue

Specialization

Nightwalker

specialization

Dark cloud: make a spellcast roll (15). on a success, create a temporary dark cloud that covers any area within close range. anyone in this cloud can't see outside of it, and anyone outside of it can't see in. you're considered cloaked from any adversary for whom the cloud blocks line of sight.

Adrenaline: while you're vulnerable, add your level to your damage rolls.

Nightwalker - subclass card image

Rogue

Mastery

Nightwalker

mastery

Fleeting shadow: gain a permanent +1 bonus to your evasion. you can use your "shadow stepper" feature to move within very far range.

Vanishing act: mark a stress to become cloaked at any time. when cloaked from this feature, you automatically clear the restrained condition if you have it. you remain cloaked in this way until you roll with fear or until your next rest.

Order of the Ghost Slayer - subclass card image

Blood hunter

Foundation

Order of the Ghost Slayer

foundation

chasing death. while you have 1-3 unmarked hit points, you can use your crimson rite feature without paying the hit point cost. if you have only 1 unmarked hit point, you roll d8s instead of d6s for the extra damage of your crimson rite.

shadowed grit. when the gm gains a fear from a duality dice roll, you can mark a stress to gain a hope.

Order of the Ghost Slayer - subclass card image

Blood hunter

Specialization

Order of the Ghost Slayer

specialization

veilwalker. you can briefly slip into the realm between the living and the dead. spend 2 hope to disappear and then reappear next to a creature or a corpse within far range. you then have advantage on the next attack roll you make in this scene.

Order of the Ghost Slayer - subclass card image

Blood hunter

Mastery

Order of the Ghost Slayer

mastery

Spectral form. you have another death move option: spectral form. when you choose this option, you clear a hit point, your body becomes spectral, you have resistance to physical damage, and you can pass through objects. this form ends if you clear any more hit points. it also ends if you mark your last hit point, which forces you to take a different death move. you're shunted to the nearest open space if you're inside an object when the form ends.

Order of the Lycan - subclass card image

Blood hunter

Foundation

Order of the Lycan

foundation

werewolf. you gain the werewolf transformation card. your rolls to perceive via hearing and scent have advantage.

control the beast. while in your wolf form, you can apply that form's bonus die to your agility and strength action rolls.

Order of the Lycan - subclass card image

Blood hunter

Specialization

Order of the Lycan

specialization

feral hide. while in your wolf form, you gain a bonus to your damage thresholds equal to your tier.

lycan regeneration. while in your wolf form with all your hit points marked, you can mark a stress to clear a hit point. you can do this while unconscious.

Order of the Lycan - subclass card image

Blood hunter

Mastery

Order of the Lycan

mastery

master the beast. when you are in your wolf form and would mark your last stress, you can instead put one of your domain cards from your loadout into your vault; you can't recall that domain card until you finish a long rest.

when you frenzy from marking your last stress while in wolf form, you gain 2 hope.

Order of the Mutant - subclass card image

Blood hunter

Foundation

Order of the Mutant

foundation

mutagens. you employ mutagenic toxins created to enhance your abilities. when you finish a rest, you can drink one such toxin to gain its effects, which last until you finish your next rest. these effects include a +1 bonus to one trait of your choice, a -1 penalty to a different trait of your choice, and your choice of one of the following benefits:

celerity. if you are restrained or vulnerable, you can mark a stress to end the condition on yourself.
durable. your armor score increases by 2.
hunter's senses. you have advantage on any action roll you make to track a creature, and you can see in complete darkness.

Order of the Mutant - subclass card image

Blood hunter

Specialization

Order of the Mutant

specialization

improved mutagens. when you choose a mutagen benefit, your options also include the following:

nerves of steel. whenever you must mark a stress, you can spend 2 hope instead.
rapidity. your evasion increases by 1.
ironskin. your severe damage threshold increases by a number equal to your proficiency.

volatile toxins. you can choose two mutagen benefits instead of one. if you do, mark a hit point that can't be cleared until you finish your next rest.

Order of the Mutant - subclass card image

Blood hunter

Mastery

Order of the Mutant

mastery

mastery

mastered mutagens. the trait bonus and penalty you get from your mutagens feature changes to +2 and -2, respectively. when you choose a mutagen benefit, your options also include the following:

aetherblood. within your line of sight, you can see creatures and objects that are invisible, and visual illusions appear transparent to you. if a creature or an object within your line of sight has been transformed by magic, you can see its true form.
fury. when you make an attack roll, you can mark a stress to gain a bonus to the roll equal to your proficiency.
steelflesh. your major damage threshold increases by a number equal to your proficiency.

Pact of the Endless - subclass card image

Warlock

Foundation

Pact of the Endless

foundation

Patron's mantle: mark a stress to cloak yourself in a terrifying aspect of your patron that lasts until you take severe damage or the scene ends:

when you would mark an armor slot, you can spend 2 favor instead.
you gain a bonus equal to your tier on action rolls to intimidate a target.

Deadly devotion: on a successful attack, you can spend a favor to gain a +1 bonus to your evasion until you mark a hit point or take a rest.

Pact of the Endless - subclass card image

Warlock

Specialization

Pact of the Endless

specialization
Pact of the Endless - subclass card image

Warlock

Mastery

Pact of the Endless

mastery

Dark aegis: once per long rest, when you would mark any number of hit points, you can spend a favor instead.

Draining bane: when an adversary attacks you or an ally within very close range, you can spend 2 favor to temporarily drain them. when you do, they must mark a stress and you can clear a stress. a drained creature uses a d12 instead of a d20 for attack rolls.

Pact of the Wrathfull - subclass card image

Warlock

Foundation

Pact of the Wrathfull

foundation

Favored weapon: mark a stress to imbue your weapon with your patron's fury until you deal severe damage. on a successful imbued weapon attack, you can spend any number of favor to gain a +1d6 damage bonus for each favor spent.

Herald of death: when you fail an attack roll, you can spend a favor to reroll it. if it fails again, mark a stress and take the new result.

Pact of the Wrathfull - subclass card image

Warlock

Specialization

Pact of the Wrathfull

specialization

Menacing reach: when you imbue your weapon with your patron's fury, you can mark an additional stress to increase its range by one step (melee to very close, very close to close, etc.)

Diminish my foes: when you succeed with hope on an action roll against a target, you can spend a hope to make your target mark a stress.

Pact of the Wrathfull - subclass card image

Warlock

Mastery

Pact of the Wrathfull

mastery

Fearsome attack: you can always spend a favor to reroll any number of your damage dice. you can continue spending favor to reroll the same dice as many times as you'd like.

Divine ire: once per rest, when you take damage, you can spend any number of favor to target that many adversaries within close range. each target must mark a hit point.

Poisoners Guild - subclass card image

Assassin

Foundation

Poisoners Guild

foundation

Toxic concoctions: mark a stress to add 1d4+1 tokens to this card. on your next long rest, clear this card. you know these poisons:

Gorgon root: the target gains a permanent -1 penalty to their difficulty. this can only affect them once.
Grave spore: the target must also mark a stress.
Leech weed: gain a +1d6 bonus to damage on this attack.

Envenomate: when you make a successful weapon attack, you can spend a token from this card to afflict the target with a known poison's effect.

Poisoners Guild - subclass card image

Assassin

Specialization

Poisoners Guild

specialization

Poison compendium: you also know these poisons:

Midnight's veil: the target gains a permanent -2 penalty to attack rolls. this can only affect them once.
Ghost petal: permanently decrease the damage dice of the target's standard attack by one step (d10 to d8, d8 to d6, etc.). this can only affect them once.

Adder's blessing: you are immune to poisons and other toxins.

Poisoners Guild - subclass card image

Assassin

Mastery

Poisoners Guild

mastery

Venomancer: you also know these poisons:

Blight seed: the target gains a permanent -3 penalty to their damage thresholds. this can only affect them once.
Fear leaf: the damage from this attack gains a bonus equal to the result of your fear die.

Twin fang: when you afflict a target with a known poison's effect, you can spend an additional token to inflict the effect of a second known poison.

Primal Origin - subclass card image

Sorcerer

Foundation

Primal Origin

foundation

Manipulate magic: your primal origin allows you to modify the essence of magic itself. after you cast a spell or make an attack using a weapon that deals magic damage, you can mark a stress to do one of the following:

extend the spell or attack's reach by one range
gain a +2 bonus to the action roll's result
double a damage die of your choice
hit an additional target within range.

Primal Origin - subclass card image

Sorcerer

Specialization

Primal Origin

specialization

Enchanted aid: you can enhance the magic of others with your essence. when you help an ally with a spellcast roll, you can roll a d8 as your advantage die. once per long rest, after an ally has made a spellcast roll with your help, you can swap the results of their duality dice.

Primal Origin - subclass card image

Sorcerer

Mastery

Primal Origin

mastery

Arcane charge: you can gather magical energy to enhance your capabilities. when you take magic damage, you become charged. alternatively, you can spend 2 hope to become charged. when you successfully make an attack that deals magic damage while charged, you can clear your charge to either gain a +10 bonus to the damage roll or gain a +3 bonus to the difficulty of a reaction roll the spell causes the target to make. you stop being charged at your next long rest.

School of Knowledge - subclass card image

Wizard

Foundation

School of Knowledge

foundation

Prepared: take an additional domain card of your level or lower from a domain you have access to.

Adept: when you utilize an experience, you can mark a stress instead of spending a hope. if you do, double your experience modifier for that roll.

School of Knowledge - subclass card image

Wizard

Specialization

School of Knowledge

specialization

Accomplished: take an additional domain card of your level or lower from a domain you have access to.

Perfect recall: once per rest, when you recall a domain card in your vault, you can reduce its recall cost by 1.

School of Knowledge - subclass card image

Wizard

Mastery

School of Knowledge

mastery

Brilliant: take an additional domain card of your level or lower from a domain you have access to.

Honed expertise: when you use an experience, roll a d6. on a result of 5 or higher, you can use it without spending hope.

School of War - subclass card image

Wizard

Foundation

School of War

foundation

Battlemage: you've focused your studies on becoming an unconquerable force on the battlefield. gain an additional hit point slot.

Face your fear: when you succeed with fear on an attack roll, you deal an extra 1d10 magic damage.

School of War - subclass card image

Wizard

Specialization

School of War

specialization

Conjure shield: you can maintain a protective barrier of magic. while you have at least 2 hope, you add your proficiency to your evasion.

Fueled by fear: the extra magic damage from your "face your fear" feature increases to 2d10.

School of War - subclass card image

Wizard

Mastery

School of War

mastery

Thrive in chaos: when you succeed on an attack, you can mark a stress after rolling damage to force the target to mark an additional hit point.

Have no fear: the extra magic damage from your "face your fear" feature increases to 3d10.

Stalwart - subclass card image

Guardian

Foundation

Stalwart

foundation

Unwavering: gain a permanent +1 bonus to your damage thresholds.

Iron will: when you take physical damage, you can mark an additional armor slot to reduce the severity.

Stalwart - subclass card image

Guardian

Specialization

Stalwart

specialization

Unrelenting: gain a permanent +2 bonus to your damage thresholds.

Partners-in-arms: when an ally within very close range takes damage, you can mark an armor slot to reduce the severity by one threshold.

Stalwart - subclass card image

Guardian

Mastery

Stalwart

mastery

Undaunted: gain a permanent +3 bonus to your damage thresholds.

Loyal protector: when an ally within close range has 2 or fewer hit points and would take damage, you can mark a stress to sprint to their side and take the damage instead.

Syndicate - subclass card image

Rogue

Foundation

Syndicate

foundation

Well-connected: when you arrive in a prominent town or environment, you know somebody who calls this place home. give them a name, note how you think they could be useful, and choose one fact from the following list:

they owe me a favor, but they'll be hard to find.
they're going to ask for something in exchange.
they're always in a great deal of trouble.
we used to be together. it's a long story.
we didn't part on great terms.

Syndicate - subclass card image

Rogue

Specialization

Syndicate

specialization

Contacts everywhere: once per session, you can briefly call on a shady contact. choose one of the following benefits and describe what brought them here to help you in this moment:

they provide 1 handful of gold, a unique tool, or a mundane object that the situation requires.
on your next action roll, their help provides a +3 bonus to the result of your hope or fear die.
the next time you deal damage, they snipe from the shadows, adding 2d8 to your damage roll.

Syndicate - subclass card image

Rogue

Mastery

Syndicate

mastery

Reliable backup: you can use your "contacts everywhere" feature three times per session. the following options are added to the list of benefits you can choose from when you use that feature:

when you mark 1 or more hit points, they can rush out to shield you, reducing the hit points marked by 1.
when you make a presence roll in conversation, they back you up. you can roll a d20 as your hope die.

Troubadour - subclass card image

Bard

Foundation

Troubadour

foundation

Gifted performer: describe how you perform for others. you can play each song once per long rest:

Relaxing song: you and all allies within close range clear a hit point.
Epic song: make a target within close range temporarily vulnerable.
Heartbreaking song: you and all allies within close range gain a hope.

Troubadour - subclass card image

Bard

Specialization

Troubadour

specialization

Maestro: your rallying songs steel the courage of those who listen. when you give a rally die to an ally, they can gain a hope or clear a stress.

Troubadour - subclass card image

Bard

Mastery

Troubadour

mastery

Virtuoso: you are among the greatest of your craft and your skill is boundless. you can perform each of your "gifted performer" feature's songs twice instead of once per long rest.

Vengeance - subclass card image

Guardian

Foundation

Vengeance

foundation

At ease: gain an additional stress slot.

Revenge: when an adversary within melee range succeeds on an attack against you, you can mark 2 stress to force the attacker to mark a hit point.

Vengeance - subclass card image

Guardian

Specialization

Vengeance

specialization

Act of reprisal: when an adversary damages an ally within melee range, you gain a +1 bonus to your proficiency for the next successful attack you make against that adversary

Vengeance - subclass card image

Guardian

Mastery

Vengeance

mastery

Nemesis: spend 2 hope to prioritize an adversary until your next rest. when you make an attack against your prioritized adversary, you can swap the results of your hope and fear dice. you can only prioritize one adversary at a time.

Warden of Renewal - subclass card image

Druid

Foundation

Warden of Renewal

foundation

Clarity of nature: once per long rest, you can create a space of natural serenity within close range. when you spend a few minutes resting within the space, clear stress equal to your instinct, distributed as you choose between you and your allies.

Regeneration: touch a creature and spend 3 hope. that creature clears 1d4 hit points.

Warden of Renewal - subclass card image

Druid

Specialization

Warden of Renewal

specialization

Regenerative reach: you can target creatures within very close range with your "regeneration" feature.

Warden's protection: once per long rest, spend 2 hope to clear 2 hit points on 1d4 allies within close range.

Warden of Renewal - subclass card image

Druid

Mastery

Warden of Renewal

mastery

Defender: your animal transformation embodies a healing guardian spirit. when you're in beastform and an ally within close range marks 2 or more hit points, you can mark a stress to reduce the number of hit points they mark by 1.

Warden of the Elements - subclass card image

Druid

Foundation

Warden of the Elements

foundation

Elemental incarnation: mark a stress to channel one of the following elements until you take severe damage or until your next rest:

Fire: when an adversary within melee range deals damage to you, they take 1d10 magic damage.
Earth: gain a bonus to your damage thresholds equal to your proficiency.
Water: when you deal damage to an adversary within melee range, all other adversaries within very close range must mark a stress.
Air: you can hover, gaining advantage on agility rolls.

Warden of the Elements - subclass card image

Druid

Specialization

Warden of the Elements

specialization

Elemental aura: once per rest while channeling, you can assume an aura matching your element. the aura affects targets within close range until your channeling ends.

Fire: when an adversary marks 1 or more hit points, they must also mark a stress.
Earth: your allies gain a +1 bonus to strength.
Water: when an adversary deals damage to you, you can mark a stress to move them anywhere within very close range of where they are.
Air: when you or an ally takes damage from an attack beyond melee range, reduce the damage by 1d8.

Warden of the Elements - subclass card image

Druid

Mastery

Warden of the Elements

mastery

Elemental dominion: you further embody your element. while channeling, you gain the following benefit:

Fire: you gain a +1 bonus to your proficiency for attacks and spells that deal damage.
Earth: when you would mark hit points, roll a d6 per hit point marked. for each result of 6, reduce the number of hit points you mark by 1.
Water: when an attack against you succeeds, you can mark a stress to make the attacker temporarily vulnerable.
Air: you gain a +1 bonus to your evasion and can fly.

Wayfinder - subclass card image

Ranger

Foundation

Wayfinder

foundation

Ruthless predator: when you make a damage roll, you can mark a stress to gain a +1 bonus to your proficiency. additionally, when you deal severe damage to an adversary, they must mark a stress.

Path forward: when you're traveling to a place you've previously visited or you carry an object that has been at the location before, you can identify the shortest, most direct path to your destination.

Wayfinder - subclass card image

Ranger

Specialization

Wayfinder

specialization

Elusive predator: when your focus makes an attack against you, you gain a +2 bonus to your evasion against the attack.

Wayfinder - subclass card image

Ranger

Mastery

Wayfinder

mastery

Apex predator: before you make an attack roll against your focus, you can spend a hope. on a successful attack, you remove a fear from the gm's fear pool.

Winged Sentinel - subclass card image

Seraph

Foundation

Winged Sentinel

foundation

Wings of light: you can fly. while flying, you can do the following:

mark a stress to pick up and carry another willing creature approximately your size or smaller.
spend a hope to deal an extra 1d8 damage on a successful attack.

Winged Sentinel - subclass card image

Seraph

Specialization

Winged Sentinel

specialization

Ethereal visage: your supernatural visage strikes awe and fear. while flying, you have advantage on presence rolls. when you succeed with hope on a presence roll, you can remove a fear from the gm's fear pool instead of gaining hope.

Winged Sentinel - subclass card image

Seraph

Mastery

Winged Sentinel

mastery

Ascendant: gain a permanent +4 bonus to your severe damage threshold.

Power of the gods: while flying, you deal an extra 1d12 damage instead of 1d8 from your "wings of light" feature.

Wordsmith - subclass card image

Bard

Foundation

Wordsmith

foundation

Rousing speech: once per long rest, you can give a heartfelt, inspiring speech. all allies within far range clear 2 stress.

Heart of a poet: after you make an action roll to impress, persuade, or offend someone, you can spend a hope to add a d4 to the roll.

Wordsmith - subclass card image

Bard

Specialization

Wordsmith

specialization

Eloquent: your moving words boost morale. once per session, when you encourage an ally, you can do one of the following:

allow them to find a mundane object or tool they need.
help an ally without spending hope.
give them an additional downtime move during their next rest.

Wordsmith - subclass card image

Bard

Mastery

Wordsmith

mastery

Epic poetry: your rally die increases to a d10. additionally, when you help an ally, you can narrate the moment as if you were writing the tale of their heroism in a memoir. when you do, roll a d10 as your advantage die.

Subclasses | DG Builder – Daggerheart RPG