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Doombringer • Scaremonger • Obscurer

Doombringer

Spellcast Trait: Strength

Play the Doombringer if you want to wreak gruesome woe amongst your enemies.

Foundation

Gloomy Strikes: When you succeed with Fear on an attack roll, you deal an extra 1d4 damage (or 1d6 if you’re In the Dark).

Ill Omen: When you make an attack roll, you can make the GM gain a Fear to target an additional creature within range.

Specialization

Haunting Strikes: The extra damage from Gloomy Strikes becomes 2d4 (or 2d6 if you’re In the Dark).

Harrowing: When you succeed on an attack roll and deal Severe damage, the target must mark a Stress. On a success with Fear, the target marks an additional Stress.

Mastery

Baneful Strikes: The extra damage from Gloomy Strikes becomes 3d4 (or 3d6 if you’re In the Dark).

Horrid Wilting: Choose a point within Far range and make a Spellcast Roll. All creatures within the point’s Very Close range that you succeed against take d12+6 physical damage using your Proficiency as their vital force is extracted from their bodies. If all targets are In the Dark, you have advantage on the roll. On a success with Fear, they also become temporarily Vulnerable.

Scaremonger

Spellcast Trait: Presence

Play the Scaremonger if you want to conjure visions of horror and play tricks on your enemies’ minds.

Foundation

Horrific Glamour: You can mark a Stress to take on a frightening appearance. Until the end of the scene, you have advantage on rolls to scare or intimidate. When you succeed with Fear on a roll to scare or intimidate while your Glamour is on, gain 2 Hope.

I’m not Scared, You Are: When an adversary within Melee range deals damage to you and you mark at least 1 Hit Point, the GM loses a Fear.

Specialization

Dark Mirror: Once per rest, when an attack against you would succeed, you can increase your Evasion by your tier for that attack, or by your level instead if you’re In the Dark.

Existential Dreadlessness: When you fail with Fear, clear a Stress.

Mastery

Macabre Revelry: When the GM spends a Fear, place a token on this card. When you reach 4 tokens, remove all of them and gain a Hope.

Mass Psychosis: Choose a point within Far range and make a Spellcast Roll. All creatures within the point’s Very Close range that you succeed against take d10+5 direct damage using your Proficiency and mark a Stress as horrifying visions fill their minds. If all targets are In the Dark, you have advantage on the roll. On a success with Fear, they mark an additional 2 Stress.

Obscurer

Spellcast Trait: Finesse

Play the Obscurer if you want to cloak yourself in shadows for protection and stealth.

Foundation

Darkvision: You can mark a Stress to see in darkness as if it were daylight until the end of the scene.

Obfuscate: Adversaries in Very Far range have disadvantage on attack rolls against you. While you’re In the Dark, adversaries in Far range too.

Specialization

Aura of Darkness: Make a Spellcast Roll (14). On a success, you temporarily create a bubble of complete darkness around you that extends to Very Close range and moves with you. While your Darkvision is active, your allies also have Darkvision while in the bubble. Creatures in the bubble are considered Hidden to creatures who do not have Darkvision. On a success with Fear, adversaries within the bubble when it’s created immediately step out of it and mark a Stress.

Trick of No Light: While In the Dark, you have advantage on rolls to become or remain Hidden. When you’re Hidden from a creature, you gain a +1 bonus to attack rolls and damage against them.

Mastery

Overshadowing: While In the Dark, you are resistant to physical damage.

Ravenous Void: Choose a point within Far range and make a Spellcast Roll. All creatures within the point’s Close range that you succeed against take d8+4 magic damage using your Proficiency and are drawn one range closer to the point (Close to Very Close, Very Close to Melee). If all targets are In the Dark, you have advantage on the roll. On a success with Fear, they also become temporarily Restrained.

Printable cards

Foundation / Specialization / Mastery
Dread domain icon Midnight domain icon
Shadowmancer

Doombringer

Foundation

SPELLCAST TRAIT: Strength

Gloomy Strikes: When you succeed with Fear on an attack roll, you deal an extra 1d4 damage (or 1d6 if you’re In the Dark).

Ill Omen: When you make an attack roll, you can make the GM gain a Fear to target an additional creature within range.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Dread domain icon Midnight domain icon
Shadowmancer

Doombringer

Specialization

Haunting Strikes: The extra damage from Gloomy Strikes becomes 2d4 (or 2d6 if you’re In the Dark).

Harrowing: When you succeed on an attack roll and deal Severe damage, the target must mark a Stress. On a success with Fear, the target marks an additional Stress.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Dread domain icon Midnight domain icon
Shadowmancer

Doombringer

Mastery

Baneful Strikes: The extra damage from Gloomy Strikes becomes 3d4 (or 3d6 if you’re In the Dark).

Horrid Wilting: Choose a point within Far range and make a Spellcast Roll. All creatures within the point’s Very Close range that you succeed against take d12+6 physical damage using your Proficiency as their vital force is extracted from their bodies. If all targets are In the Dark, you have advantage on the roll. On a success with Fear, they also become temporarily Vulnerable.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Dread domain icon Midnight domain icon
Shadowmancer

Scaremonger

Foundation

SPELLCAST TRAIT: Presence

Horrific Glamour: You can mark a Stress to take on a frightening appearance. Until the end of the scene, you have advantage on rolls to scare or intimidate. When you succeed with Fear on a roll to scare or intimidate while your Glamour is on, gain 2 Hope.

I’m not Scared, You Are: When an adversary within Melee range deals damage to you and you mark at least 1 Hit Point, the GM loses a Fear.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Dread domain icon Midnight domain icon
Shadowmancer

Scaremonger

Specialization

Dark Mirror: Once per rest, when an attack against you would succeed, you can increase your Evasion by your tier for that attack, or by your level instead if you’re In the Dark.

Existential Dreadlessness: When you fail with Fear, clear a Stress.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Dread domain icon Midnight domain icon
Shadowmancer

Scaremonger

Mastery

Macabre Revelry: When the GM spends a Fear, place a token on this card. When you reach 4 tokens, remove all of them and gain a Hope.

Mass Psychosis: Choose a point within Far range and make a Spellcast Roll. All creatures within the point’s Very Close range that you succeed against take d10+5 direct damage using your Proficiency and mark a Stress as horrifying visions fill their minds. If all targets are In the Dark, you have advantage on the roll. On a success with Fear, they mark an additional 2 Stress.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Dread domain icon Midnight domain icon
Shadowmancer

Obscurer

Foundation

SPELLCAST TRAIT: Finesse

Darkvision: You can mark a Stress to see in darkness as if it were daylight until the end of the scene.

Obfuscate: Adversaries in Very Far range have disadvantage on attack rolls against you. While you’re In the Dark, adversaries in Far range too.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Dread domain icon Midnight domain icon
Shadowmancer

Obscurer

Specialization

Aura of Darkness: Make a Spellcast Roll (14). On a success, you temporarily create a bubble of complete darkness around you that extends to Very Close range and moves with you. While your Darkvision is active, your allies also have Darkvision while in the bubble. Creatures in the bubble are considered Hidden to creatures who do not have Darkvision. On a success with Fear, adversaries within the bubble when it’s created immediately step out of it and mark a Stress.

Trick of No Light: While In the Dark, you have advantage on rolls to become or remain Hidden. When you’re Hidden from a creature, you gain a +1 bonus to attack rolls and damage against them.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Dread domain icon Midnight domain icon
Shadowmancer

Obscurer

Mastery

Overshadowing: While In the Dark, you are resistant to physical damage.

Ravenous Void: Choose a point within Far range and make a Spellcast Roll. All creatures within the point’s Close range that you succeed against take d8+4 magic damage using your Proficiency and are drawn one range closer to the point (Close to Very Close, Very Close to Melee). If all targets are In the Dark, you have advantage on the roll. On a success with Fear, they also become temporarily Restrained.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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