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Fatalist • Occultist

About these subclasses

Inspired by Darkest Dungeon 😉 Subclasses for the Antiquarian, exploring Fate Rolls and focussing on Stress.

Designed for class

Antiquarian
Homebrew class
Antiquarian
Fatalist

Fatalist

Spellcast Trait: Instinct

Your Fate is predetermined, but still, you can tip the scales in your favor

Foundation

Determine Your Fate: Your Fate Rolls use a d20; on 18-20, you gain a Hope; on a 1, you lose a Hope. On long rests, clear all unspent Fate Tokens, then, make a Fate Roll:

  • 1-6: Gain 1 Fate Token

  • 7-13: Gain 2 Fate Tokens

  • 14-20: Gain 3 Fate Tokens

Change Your Fate: Fate Tokens can be used instead of any kind of other tokens. You can also spend a Fate Token to:

  • change a Reaction Roll into a Fate Roll (standard difficulty: 8; GM's discretion)

  • succeed on a Fate Roll

  • remove a Condition from yourself or an ally

Specialization

Odds In Your Favor: Each rest, you can use a single downtime action to gain two additional Fate Tokens (maximum capacity: 6).

Trick The Game: Spend a Fate Token to:

  • change your Hope Die to a d20 on a "Risk It All" death move

  • make a Fate Roll (difficulty: 10) when the GM spends a Fear. On a success, the GM has to spend an additional Fear to make their move. If they do not or cannot, the Fear already spent is lost without consequences. On a failure, the action resolves without interference and you must mark a Stress.

Mastery

Blind Trust: Increase your maximum capacity for Fate Tokens to 7. You can use 2 Fate Tokens instead of 1 Hope.

Tempting Fate: Spend all your Fate Tokens (minimum of 2), then make a Fate Roll (difficulty 10). On a success, clear two times the amount of spent tokens in HP and all of your Stress. On a failure, lose all Hope and clear half your Stress.

It's Meant To Be: When choosing to go out in a "Blaze Of Glory": For each unspent Fate Token, you and your allies will critically succeed on Action Rolls. Then cross through the veil of death. You cannot be resurrected by any means.

Occultist

Occultist

Spellcast Trait: Knowledge

Incantations in unspeakable tongues, blood sacrifices: you've read it all

Foundation

Weird Knowledge: Place the card "Final Words" next to this one. You can mark a Stress to use cards placed next to your subclass features. The cards do not count against your loadout limit.

Conversion: Remove a temporary Condition from any target within Far range to clear a Stress. If you remove a Condition from an enemy, they must additionally mark a Stress.

Unsettling Presence: When you take Severe damage, your attacker must mark a Stress.

Specialization

Occult Knowledge: Place the card "Death Grip" next to this one.

Blood Incantation: On a successful attack, you can mark an HP to add d6s using your Proficiency to the damage roll. The target must mark Stress instead of HP.

Dreadful Aura: Your Unsettling Presence activates on Major damage.

Mastery

Forbidden Knowledge: Place the cards "Spellcharge" and "Night Terror" next to this one.

Dormant Power: Once per session, banish up to 4 of your cards in play. Each applies one uniquely:

  • clear all Stress

  • clear HP equal to your Proficiency

  • a target must mark Stress equal to your Proficiency

  • gain Hope equal to the combined Recall Cost

  • initiate a Tag Team Roll without cost

  • critically succed on your next Action Roll

Redeem (Countdown 4): On long rests, you can work on redeeming your banished cards. When triggered, place all banished cards next to the subclass features and in your vault.

Printable cards

Foundation / Specialization / Mastery
Dread domain icon Arcana domain icon
Fatalist
Antiquarian

Fatalist

Foundation

SPELLCAST TRAIT: Instinct

Determine Your Fate: Your Fate Rolls use a d20; on 18-20, you gain a Hope; on a 1, you lose a Hope. On long rests, clear all unspent Fate Tokens, then, make a Fate Roll:

  • 1-6: Gain 1 Fate Token

  • 7-13: Gain 2 Fate Tokens

  • 14-20: Gain 3 Fate Tokens

Change Your Fate: Fate Tokens can be used instead of any kind of other tokens. You can also spend a Fate Token to:

  • change a Reaction Roll into a Fate Roll (standard difficulty: 8; GM's discretion)

  • succeed on a Fate Roll

  • remove a Condition from yourself or an ally

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Dread domain icon Arcana domain icon
Fatalist
Antiquarian

Fatalist

Specialization

Odds In Your Favor: Each rest, you can use a single downtime action to gain two additional Fate Tokens (maximum capacity: 6).

Trick The Game: Spend a Fate Token to:

  • change your Hope Die to a d20 on a "Risk It All" death move

  • make a Fate Roll (difficulty: 10) when the GM spends a Fear. On a success, the GM has to spend an additional Fear to make their move. If they do not or cannot, the Fear already spent is lost without consequences. On a failure, the action resolves without interference and you must mark a Stress.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Dread domain icon Arcana domain icon
Fatalist
Antiquarian

Fatalist

Mastery

Blind Trust: Increase your maximum capacity for Fate Tokens to 7. You can use 2 Fate Tokens instead of 1 Hope.

Tempting Fate: Spend all your Fate Tokens (minimum of 2), then make a Fate Roll (difficulty 10). On a success, clear two times the amount of spent tokens in HP and all of your Stress. On a failure, lose all Hope and clear half your Stress.

It's Meant To Be: When choosing to go out in a "Blaze Of Glory": For each unspent Fate Token, you and your allies will critically succeed on Action Rolls. Then cross through the veil of death. You cannot be resurrected by any means.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Dread domain icon Arcana domain icon
Occultist
Antiquarian

Occultist

Foundation

SPELLCAST TRAIT: Knowledge

Weird Knowledge: Place the card "Final Words" next to this one. You can mark a Stress to use cards placed next to your subclass features. The cards do not count against your loadout limit.

Conversion: Remove a temporary Condition from any target within Far range to clear a Stress. If you remove a Condition from an enemy, they must additionally mark a Stress.

Unsettling Presence: When you take Severe damage, your attacker must mark a Stress.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Dread domain icon Arcana domain icon
Occultist
Antiquarian

Occultist

Specialization

Occult Knowledge: Place the card "Death Grip" next to this one.

Blood Incantation: On a successful attack, you can mark an HP to add d6s using your Proficiency to the damage roll. The target must mark Stress instead of HP.

Dreadful Aura: Your Unsettling Presence activates on Major damage.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Dread domain icon Arcana domain icon
Occultist
Antiquarian

Occultist

Mastery

Forbidden Knowledge: Place the cards "Spellcharge" and "Night Terror" next to this one.

Dormant Power: Once per session, banish up to 4 of your cards in play. Each applies one uniquely:

  • clear all Stress

  • clear HP equal to your Proficiency

  • a target must mark Stress equal to your Proficiency

  • gain Hope equal to the combined Recall Cost

  • initiate a Tag Team Roll without cost

  • critically succed on your next Action Roll

Redeem (Countdown 4): On long rests, you can work on redeeming your banished cards. When triggered, place all banished cards next to the subclass features and in your vault.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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