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Water Breathing • Thunder Breathing

Water Breathing

Spellcast Trait: Agility

Support and Damage

Foundation

Tranquility: If you are within very close range of one or more allies gain +1 to your Spellcast trait, in addition you can mark a Hope to choose an ally within very close range to gain +1 to their Spellcast trait until you aren't in range.

Specialization

Calming Bond: Once per long rest, you may complement an ally if you do both of you gain 3 Hope/Fear.

Neutral: Twice per rest, You may Spend 2 Hope to swap the results on the Hope and Fear dice.

Mastery

Calm Counter: When an ally within close range would be dealt damage, Once per long rest, Spend 2 hope to rush to their side and reduce incoming damage to 0.

Thunder Breathing

Fast and High Damage

Foundation

Battery: When you roll with Hope instead of gaining a Hope you may gain a Charge dice. You can have a number of Charge dice equal to your proficiency; you may Spend any number of Charge die to add that many d6's to your next damage roll.

Lightning Step: Spend 2 Stress to move up to far range.

Specialization

Lightning Step Prime: After you use lightning step if you attack an adversary, you may Spend a Stress to move up to far range and make an additional attack against a different adversary.

Over Charge: Gain a +1 to Proficiency.

Mastery

Lightning Step Full Power: After you make an attack using Lightning Step Prime, Spend a Stress to move up to far range and make another attack even if you roll with fear.

Stored Power: Gain an additional Stress slot.

Printable cards

Foundation / Specialization / Mastery
Demon Slayer

Water Breathing

Foundation

SPELLCAST TRAIT: Agility

Tranquility: If you are within very close range of one or more allies gain +1 to your Spellcast trait, in addition you can mark a Hope to choose an ally within very close range to gain +1 to their Spellcast trait until you aren't in range.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Demon Slayer

Water Breathing

Specialization

Calming Bond: Once per long rest, you may complement an ally if you do both of you gain 3 Hope/Fear.

Neutral: Twice per rest, You may Spend 2 Hope to swap the results on the Hope and Fear dice.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Demon Slayer

Water Breathing

Mastery

Calm Counter: When an ally within close range would be dealt damage, Once per long rest, Spend 2 hope to rush to their side and reduce incoming damage to 0.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Demon Slayer

Thunder Breathing

Foundation

Battery: When you roll with Hope instead of gaining a Hope you may gain a Charge dice. You can have a number of Charge dice equal to your proficiency; you may Spend any number of Charge die to add that many d6's to your next damage roll.

Lightning Step: Spend 2 Stress to move up to far range.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Demon Slayer

Thunder Breathing

Specialization

Lightning Step Prime: After you use lightning step if you attack an adversary, you may Spend a Stress to move up to far range and make an additional attack against a different adversary.

Over Charge: Gain a +1 to Proficiency.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Demon Slayer

Thunder Breathing

Mastery

Lightning Step Full Power: After you make an attack using Lightning Step Prime, Spend a Stress to move up to far range and make another attack even if you roll with fear.

Stored Power: Gain an additional Stress slot.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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