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Warden of The New World

About these subclasses

This is an attempted adaptation of Kirby and The Forgotten Land as a Daggerheart subclass. For a while, I thought Mouthful Mode could be analogous to Beastform/Wild Shape, but figuring out how to implement that was tricky; especially in Daggerheart where the Beastforms are more generic. For this, I settled on giving them abilities based on the different Mouthful Modes, instead of making new Beastforms based on specific Mouthful Modes.
-Brighten is based on the Lightbulb.
-Projectile is based on Ring, Water Balloon, and Vending Machine.
-Slam is based on Car, Cone, Stairs, and Pipe (which I know Car is the first one you get in the game, and being a big thing and slamming enemies is a common occurrence in the game, but I think it’s more balanced in Daggerheart to get it as part of the Mastery).

As for the other abilities, Slumber is based on Sleep Kirby, and Double Impact, and Lasting Impact are based on the Copy Ability Upgrades you can get in the game.

Designed for class

Druid image
Core class
Druid

Warden of The New World

Spellcast Trait: Presence

Add different effects to your Beastform.

Foundation

Brighten: When you Beastform, you may choose to add the following ability:

  • Brighten: Mark a Stress to add 1d4 to your Evasion. If the attack still succeed, you may deal 1d6 magic damage to the attacking creature. You may Mark an Additional Stress to deal d6 magic damage using your proficiency instead. Additionally, you emit light within Very Close range.

Slumber: Once per Long Rest, you may perform a Short Rest Downtime move outside of a Rest.

Specialization

Projectile: When you Beastform, you may choose to add the following ability:

  • Projectile: You may make an attack within Close range. On a success, you deal d8 + 7 damage using your proficiency of either Physical, or Magic damage, your choice.

Double Impact: Whenever you make a weapon attack, you may Mark a Stress to target another creature within your weapon's range.

Mastery

Slam: When you Beastform, you may choose to add the following ability:

  • Slam: Spend a Hope to force all creatures within Very Close range to make a Strength reaction roll (16). On a failure, they take d20 + your level physical damage using your proficiency. On a success, they take half.

Lasting Impact: When you make a successful weapon attack, Spend a Hope to force the target to make a reaction roll (16). On a failure, whenever the creature takes damage, they take additional damage equal to one die of your weapon's die a number of times equal to your Presence Trait.

Printable cards

Foundation / Specialization / Mastery
Druid

Warden of The New World

Foundation

SPELLCAST TRAIT: Presence

Brighten: When you Beastform, you may choose to add the following ability:

  • Brighten: Mark a Stress to add 1d4 to your Evasion. If the attack still succeed, you may deal 1d6 magic damage to the attacking creature. You may Mark an Additional Stress to deal d6 magic damage using your proficiency instead. Additionally, you emit light within Very Close range.

Slumber: Once per Long Rest, you may perform a Short Rest Downtime move outside of a Rest.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Druid

Warden of The New World

Specialization

Projectile: When you Beastform, you may choose to add the following ability:

  • Projectile: You may make an attack within Close range. On a success, you deal d8 + 7 damage using your proficiency of either Physical, or Magic damage, your choice.

Double Impact: Whenever you make a weapon attack, you may Mark a Stress to target another creature within your weapon's range.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Druid

Warden of The New World

Mastery

Slam: When you Beastform, you may choose to add the following ability:

  • Slam: Spend a Hope to force all creatures within Very Close range to make a Strength reaction roll (16). On a failure, they take d20 + your level physical damage using your proficiency. On a success, they take half.

Lasting Impact: When you make a successful weapon attack, Spend a Hope to force the target to make a reaction roll (16). On a failure, whenever the creature takes damage, they take additional damage equal to one die of your weapon's die a number of times equal to your Presence Trait.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

Discussion

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