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Swashbuckler • Scoundrel

About these subclasses

The Swashbuckler subclass allows you to assist others by parlaying your Hope to give them a leg up, as well as offering some other tricky maneuvers.
The Scoundrel subclass allows for an aggressive playstyle, that rewards putting yourself on the front lines of combat, and making attacks.

Designed for class

Homebrew class
Pirate

Swashbuckler

Spellcast Trait: Presence

Play the Swashbuckler if you want to use your charm to assist others, and get out of sticky situations

Foundation

Parlay: Whenever you roll with Hope, you may place a token on this card instead of gaining a Hope. You can store a number of these tokens equal to your Presence modifier. Whenever someone within Close range makes a roll, you may spend one of these tokens to add your Presence modifier to the roll. At the end of the session, clear any unspent tokens, and gain a Hope per token cleared.

Specialization

Daring Escape: Gain a permanent +1 Bonus to your Evasion. Whenever an enemy misses you with an attack, you may mark a Stress, and safely move to anywhere in Close range.

Panache: You may spend a Hope to add your Presence modifier to your Damage rolls, or reaction rolls

Mastery

Ante Up: You now start the session with 3 Parlay tokens, and the new maximum amount of Parlay tokens you can have stored is your Presence modifier + 3.

Trick of the Wrist: Whenever you use a Parlay token, you may mark a Stress to give them advantage on the roll as well.

Scoundrel

Spellcast Trait: Agility

Play as the Scoundrel to use aggressive tactics, and scare others into getting what you want.

Foundation

Plunder: Whenever you make a successful attack, mark a Stress, and choose one of the following:

  • Add one level of Proficiency
  • Gain a Hope
  • Clear a Hit Point

Tell No Tales: Whenever you cause a creature to mark their last Hit Point, roll 1d6, and clear an equal amount of Stress.

Specialization

Hardened Adventurer: Gain a Permanent +2 to your Damage Thresholds

Unsteadying Strike: Whenever you make a successful attack, spend a Hope to force the target to make a reaction roll (16). On a failure, they roll with disadvantage a number of rolls equal to your Agility modifier.

Mastery

Icon of Treachery: Whenever you start a battle, spend 2 Hope, and make a Spellcast roll. For the duration of the battle, you gain advantage on attack rolls against any enemies within Very Far range with a difficulty equal, or lower, than the result of your Spellcast roll.

Printable cards

Foundation / Specialization / Mastery
Bone domain icon Sea domain icon
Pirate

Swashbuckler

Foundation

SPELLCAST TRAIT: Presence

Parlay: Whenever you roll with Hope, you may place a token on this card instead of gaining a Hope. You can store a number of these tokens equal to your Presence modifier. Whenever someone within Close range makes a roll, you may spend one of these tokens to add your Presence modifier to the roll. At the end of the session, clear any unspent tokens, and gain a Hope per token cleared.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Bone domain icon Sea domain icon
Pirate

Swashbuckler

Specialization

Daring Escape: Gain a permanent +1 Bonus to your Evasion. Whenever an enemy misses you with an attack, you may mark a Stress, and safely move to anywhere in Close range.

Panache: You may spend a Hope to add your Presence modifier to your Damage rolls, or reaction rolls

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Bone domain icon Sea domain icon
Pirate

Swashbuckler

Mastery

Ante Up: You now start the session with 3 Parlay tokens, and the new maximum amount of Parlay tokens you can have stored is your Presence modifier + 3.

Trick of the Wrist: Whenever you use a Parlay token, you may mark a Stress to give them advantage on the roll as well.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Bone domain icon Sea domain icon
Pirate

Scoundrel

Foundation

SPELLCAST TRAIT: Agility

Plunder: Whenever you make a successful attack, mark a Stress, and choose one of the following:

  • Add one level of Proficiency
  • Gain a Hope
  • Clear a Hit Point

Tell No Tales: Whenever you cause a creature to mark their last Hit Point, roll 1d6, and clear an equal amount of Stress.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Bone domain icon Sea domain icon
Pirate

Scoundrel

Specialization

Hardened Adventurer: Gain a Permanent +2 to your Damage Thresholds

Unsteadying Strike: Whenever you make a successful attack, spend a Hope to force the target to make a reaction roll (16). On a failure, they roll with disadvantage a number of rolls equal to your Agility modifier.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Bone domain icon Sea domain icon
Pirate

Scoundrel

Mastery

Icon of Treachery: Whenever you start a battle, spend 2 Hope, and make a Spellcast roll. For the duration of the battle, you gain advantage on attack rolls against any enemies within Very Far range with a difficulty equal, or lower, than the result of your Spellcast roll.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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