Skip to content

Serene Seafarer • Siren • Deep Dweller

About these subclasses

The Serene Seafarer allows you to support your allies in various ways.
The Siren allows you to trick others, while aggrandizing yourself.
The Deep Sweller allows you to engage in combat, enhancing both offense, and defense.

Designed for class

Homebrew class
Mer-Adept

Serene Seafarer

Spellcast Trait: Instinct

Play as the Serene Seafarer to be a helpful, and altruistic Mer-Adept, helping your allies with various things

Foundation

Bubbly: While in your Mer-Form, whenever you roll with Hope, you may instead choose to give that Hope to another player. When you do so, you may clear a Stress.

Shared Harmony: Once per session, when you take a rest, you may share the effect of one of your Downtime activities with your whole party.

Specialization

Tidal Currents: While in your Mer-Form, whenever a Domain Card ability requires a range, you may mark a Stress to extend the range out one distance up to Very Far range.

Soothing Sea: You may mark a Stress to clear 1 Hit Point on a creature within Very Close range.

Mastery

Float On: Gain a permanent +2 Stress Slots.

Shared Passion: While in your Mer-Form, you may mark a Stress in order to give a number of creatures equal to your Instinct modifier the ability to use Mer-Form until the end of the scene, or until you drop out of Mer-Form.

Siren

Spellcast Trait: Presence

Play as the Siren to embrace the spirit of trickery, self-indulgence, and pettiness.

Foundation

Siren's Call: Spend a Hope, and make a Spellcast roll against one target within Far range. On a success, they move into the range of your weapon, and you may make a weapon attack at advantage. On a successful attack, you may clear a Stress.

Naval Gaze: While in Mer-Form, you may Mark a Stress to give someone within Close range a bonus to their roll equal to your Presence modifier.

Specialization

In-Depth Call: Whenever you use your Siren’s Call feature, you may add 1d10 magic damage to the damage roll.

Feeding Frenzy: While in Mer-Form, whenever you make a successful attack, you may Spend a Hope to clear 1 Hit Point.

Mastery

Wake-Up Call: Whenever you use your Siren’s Call feature to make a successful attack roll, the target becomes temporarily vulnerable.

Cry of Vengeance: Whenever an attack hits you that results in you taking Severe damage to drop your Mer-Form, you may spend a Hope to force the attacking creature to make a reaction roll (16). On a failure, they take d12 + 5 Magic damage using your proficiency.

Deep Dweller

Spellcast Trait: Knowledge

Play as the Deep Dweller for defensive, and offensive, capabilities that draw from the depths of the seas, and your knowledge of such seas.

Foundation

Sea Rune: Gain a permanet +1 Stress slot. When you enter Mer-Form, you may mark an additional Stress to add 1d6 to your Damage Thresholds until you drop out of Mer-Form. While in Mer-Form, when you mark an Armor Slot, you may also Mark a Stress to deal 1d10 magic damage to the attacking creature.

Enchanted Offense: While in Mer-Form, whenever you make a successful attack against a creature, you may spend a Hope to roll 1d4, and take the benefit of the number you rolled.

  • 1-You force the target to Mark a number of Stress equal to your Knowledge modifier.

  • 2-You gain advantage on your next attack against the creature.

  • 3-You force the creature to take d4 magic damage equal to your Proficiency

  • 4-You clear a Hit Point, Clear a Stress, or Clear an Armor Slot.

Specialization

Deep Sea Rune: Gain a permanet +1 Stress Slot. Your Sea Rune bonus is now 2d6 added to your Damage Thresholds, and the bonus damage is now 2d10 when you mark an Armor Slot.

Enchanted Entanglement: Whenever you use your Enchanted Offence ability, you may also force the attacking creature to make a reaction roll (15). On a failure, the creature is temporarily restrained.

Mastery

Deep Blue Sea Rune: Gain a permanent +1 Stress slot. Your Sea Rune bonus is now 3d6, and the bonus damage is now 3d10 when you mark an Armor Slot.

Enchanted Dealer: Whenever you use your Enchanted Offence ability, you may roll 2d4, and take whichever option you prefer.

Printable cards

Foundation / Specialization / Mastery
Grace domain icon Sea domain icon
Mer-Adept

Serene Seafarer

Foundation

SPELLCAST TRAIT: Instinct

Bubbly: While in your Mer-Form, whenever you roll with Hope, you may instead choose to give that Hope to another player. When you do so, you may clear a Stress.

Shared Harmony: Once per session, when you take a rest, you may share the effect of one of your Downtime activities with your whole party.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Grace domain icon Sea domain icon
Mer-Adept

Serene Seafarer

Specialization

Tidal Currents: While in your Mer-Form, whenever a Domain Card ability requires a range, you may mark a Stress to extend the range out one distance up to Very Far range.

Soothing Sea: You may mark a Stress to clear 1 Hit Point on a creature within Very Close range.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Grace domain icon Sea domain icon
Mer-Adept

Serene Seafarer

Mastery

Float On: Gain a permanent +2 Stress Slots.

Shared Passion: While in your Mer-Form, you may mark a Stress in order to give a number of creatures equal to your Instinct modifier the ability to use Mer-Form until the end of the scene, or until you drop out of Mer-Form.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Grace domain icon Sea domain icon
Mer-Adept

Siren

Foundation

SPELLCAST TRAIT: Presence

Siren's Call: Spend a Hope, and make a Spellcast roll against one target within Far range. On a success, they move into the range of your weapon, and you may make a weapon attack at advantage. On a successful attack, you may clear a Stress.

Naval Gaze: While in Mer-Form, you may Mark a Stress to give someone within Close range a bonus to their roll equal to your Presence modifier.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Grace domain icon Sea domain icon
Mer-Adept

Siren

Specialization

In-Depth Call: Whenever you use your Siren’s Call feature, you may add 1d10 magic damage to the damage roll.

Feeding Frenzy: While in Mer-Form, whenever you make a successful attack, you may Spend a Hope to clear 1 Hit Point.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Grace domain icon Sea domain icon
Mer-Adept

Siren

Mastery

Wake-Up Call: Whenever you use your Siren’s Call feature to make a successful attack roll, the target becomes temporarily vulnerable.

Cry of Vengeance: Whenever an attack hits you that results in you taking Severe damage to drop your Mer-Form, you may spend a Hope to force the attacking creature to make a reaction roll (16). On a failure, they take d12 + 5 Magic damage using your proficiency.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Grace domain icon Sea domain icon
Mer-Adept

Deep Dweller

Foundation

SPELLCAST TRAIT: Knowledge

Sea Rune: Gain a permanet +1 Stress slot. When you enter Mer-Form, you may mark an additional Stress to add 1d6 to your Damage Thresholds until you drop out of Mer-Form. While in Mer-Form, when you mark an Armor Slot, you may also Mark a Stress to deal 1d10 magic damage to the attacking creature.

Enchanted Offense: While in Mer-Form, whenever you make a successful attack against a creature, you may spend a Hope to roll 1d4, and take the benefit of the number you rolled.

  • 1-You force the target to Mark a number of Stress equal to your Knowledge modifier.

  • 2-You gain advantage on your next attack against the creature.

  • 3-You force the creature to take d4 magic damage equal to your Proficiency

  • 4-You clear a Hit Point, Clear a Stress, or Clear an Armor Slot.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Grace domain icon Sea domain icon
Mer-Adept

Deep Dweller

Specialization

Deep Sea Rune: Gain a permanet +1 Stress Slot. Your Sea Rune bonus is now 2d6 added to your Damage Thresholds, and the bonus damage is now 2d10 when you mark an Armor Slot.

Enchanted Entanglement: Whenever you use your Enchanted Offence ability, you may also force the attacking creature to make a reaction roll (15). On a failure, the creature is temporarily restrained.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Grace domain icon Sea domain icon
Mer-Adept

Deep Dweller

Mastery

Deep Blue Sea Rune: Gain a permanent +1 Stress slot. Your Sea Rune bonus is now 3d6, and the bonus damage is now 3d10 when you mark an Armor Slot.

Enchanted Dealer: Whenever you use your Enchanted Offence ability, you may roll 2d4, and take whichever option you prefer.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

Discussion

Be thoughtful and kind.

Remember to be respectful. Comments are moderated and should add to the discussion.