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Spirit Caller • Witch Doctor

About these subclasses

Play the Spirit Caller if you want to summon elemental spirits, command primal forces, and combine elements into powerful supernatural allies. Play the Witch Doctor if you want to curse enemies, heal allies, and manipulate wounds and conditions through spiritual rites and Effigy Dolls.

Blinded condition: When you gain the Blinded condition, you have Disadvantage on all rolls relying on sight, while Attack rolls against you have Advantage.

Designed for class

Shaman
Homebrew class
Shaman
Spirit Caller

Spirit Caller

Spellcast Trait: Instinct

Play the Spirit Caller if you want to summon and command elemental spirits bind fire, water, earth, and air into temporary allies combine elements into powerful

Foundation

Elemental Spirit: Spend a Hope to imbue your Manifest Guide with an Elemental Spirit:

  • Earth: You and allies within Close range of the guide gain +1 to your damage thresholds.

  • Air: When you spend a Spirit token to command the guide, it can move an ally with it before performing its task.

  • Fire: Adversaries spotlighted in Close range of the guide take 1d8 damage.

  • Water: When the guide assists a creature, you can move the target of their next successful attack a Close distance.

Spirit Sense: Sense the presence of spirits within Far range. You can ask the GM what spiritual influence you sense in a new area or target.

Specialization

Elemental Fusion: Your Manifest Guide now rolls 1d8+1 Spirit tokens. You know the following fusions:

  • Lightning: If the guide assists with a successful attack, target an extra creature with the roll in Far range.

  • Steam: If the guide assists a creature, they can clear 1 Stress.

  • Lava: If the guide assists with a successful attack, the target must mark a stress to move on its next spotlight.

  • Ice: If the guide assists with a successful attack, the target is temporarily Vulnerable.

  • Mud: If the guide assists a creature, areas within Close range of the creature are now Difficult Terrain.

  • Sand: If the guide assists with a successful attack, the target is temporarily Blinded.

Mastery

Greater Elementals: Your Manifest Guide now rolls 1d10+1 Spirit tokens. You know the following Greater Elementals:

  • Metal: When you or an ally within Close range of the guide marks Armor, reduce the damage by 2 instead.

  • Astral: When the guide assists a creature, they can teleport to anywhere they can see within Far range.

  • Dream: When the guide assists a creature, they can also become Hidden.

Witch Doctor

Witch Doctor

Spellcast Trait: Instinct

Play the Witch Doctor if you want to: curse enemies through sympathetic magic heal allies with spiritual remedies transfer wounds and conditions

Foundation

Effigy Doll: Mark a Stress to create an Effigy Doll representing an adversary you can see within Far range. The doll lasts until the end of the scene, the adversary is defeated, or you create another doll. When you or an ally within Far range takes damage, mark a Stress to transfer 1 HP of that damage to the linked target. The doll can be attacked and has the linked creature's Evasion and damage thresholds. When the doll takes damage, the linked creature takes the same amount.

Specialization

Spiritual Salves: At the start of each session, Spend 2 Hope to prepare Spiritual Salves equal to your Spellcast trait. You can now create an Effigy Doll representing an ally. A salve is a consumable and can be applied to a doll affecting a target regardless of distance.

Choose one:

  • Spirit Balm: Clear 2 HP.

  • Dreamroot: Clear 2 Stress.

  • Purifying Salve: Clear a condition.

Sympathetic Curse: When you or an ally represented by an Effigy Doll gains a condition, mark a Hope to transfer it to the doll's connection.

Mastery

Death Rattle: When you make a death move, you can choose to unleash all the energies in your Effigy Dolls:

  • Adversary: The linked creature takes 4d12 magic damage.

  • Ally: The linked creature clears 4 HP.

Then destroy all your Effigy Dolls.

Puppet Master: You can have a number of Effigy Dolls equal to your Spellcast trait. When you affect an Effigy Doll, you can affect any number of your Effigy Dolls with the same effect.

Printable cards

Foundation / Specialization / Mastery
Sage domain icon Splendor domain icon
Spirit Caller
Shaman

Spirit Caller

Foundation

SPELLCAST TRAIT: Instinct

Elemental Spirit: Spend a Hope to imbue your Manifest Guide with an Elemental Spirit:

  • Earth: You and allies within Close range of the guide gain +1 to your damage thresholds.

  • Air: When you spend a Spirit token to command the guide, it can move an ally with it before performing its task.

  • Fire: Adversaries spotlighted in Close range of the guide take 1d8 damage.

  • Water: When the guide assists a creature, you can move the target of their next successful attack a Close distance.

Spirit Sense: Sense the presence of spirits within Far range. You can ask the GM what spiritual influence you sense in a new area or target.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Sage domain icon Splendor domain icon
Spirit Caller
Shaman

Spirit Caller

Specialization

Elemental Fusion: Your Manifest Guide now rolls 1d8+1 Spirit tokens. You know the following fusions:

  • Lightning: If the guide assists with a successful attack, target an extra creature with the roll in Far range.

  • Steam: If the guide assists a creature, they can clear 1 Stress.

  • Lava: If the guide assists with a successful attack, the target must mark a stress to move on its next spotlight.

  • Ice: If the guide assists with a successful attack, the target is temporarily Vulnerable.

  • Mud: If the guide assists a creature, areas within Close range of the creature are now Difficult Terrain.

  • Sand: If the guide assists with a successful attack, the target is temporarily Blinded.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Sage domain icon Splendor domain icon
Spirit Caller
Shaman

Spirit Caller

Mastery

Greater Elementals: Your Manifest Guide now rolls 1d10+1 Spirit tokens. You know the following Greater Elementals:

  • Metal: When you or an ally within Close range of the guide marks Armor, reduce the damage by 2 instead.

  • Astral: When the guide assists a creature, they can teleport to anywhere they can see within Far range.

  • Dream: When the guide assists a creature, they can also become Hidden.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Sage domain icon Splendor domain icon
Witch Doctor
Shaman

Witch Doctor

Foundation

SPELLCAST TRAIT: Instinct

Effigy Doll: Mark a Stress to create an Effigy Doll representing an adversary you can see within Far range. The doll lasts until the end of the scene, the adversary is defeated, or you create another doll. When you or an ally within Far range takes damage, mark a Stress to transfer 1 HP of that damage to the linked target. The doll can be attacked and has the linked creature's Evasion and damage thresholds. When the doll takes damage, the linked creature takes the same amount.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Sage domain icon Splendor domain icon
Witch Doctor
Shaman

Witch Doctor

Specialization

Spiritual Salves: At the start of each session, Spend 2 Hope to prepare Spiritual Salves equal to your Spellcast trait. You can now create an Effigy Doll representing an ally. A salve is a consumable and can be applied to a doll affecting a target regardless of distance.

Choose one:

  • Spirit Balm: Clear 2 HP.

  • Dreamroot: Clear 2 Stress.

  • Purifying Salve: Clear a condition.

Sympathetic Curse: When you or an ally represented by an Effigy Doll gains a condition, mark a Hope to transfer it to the doll's connection.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Sage domain icon Splendor domain icon
Witch Doctor
Shaman

Witch Doctor

Mastery

Death Rattle: When you make a death move, you can choose to unleash all the energies in your Effigy Dolls:

  • Adversary: The linked creature takes 4d12 magic damage.

  • Ally: The linked creature clears 4 HP.

Then destroy all your Effigy Dolls.

Puppet Master: You can have a number of Effigy Dolls equal to your Spellcast trait. When you affect an Effigy Doll, you can affect any number of your Effigy Dolls with the same effect.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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