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Relic Hunter • Wildscribe

About these subclasses

The Relic Hunter focuses on exploration, physical danger, and making the most of the treasures you uncover, making it ideal for an adventurous archaeologist who thrives in ancient ruins like Indiana Jones etc. The Wildscribe focuses on languages, ancient magic, and adaptable runic power, making it ideal for a scholar who wants to uncover and wield the mysteries of forgotten civilizations. Both subclasses complement the Archaeologist’s knowledge and exploration abilities while emphasizing different ways of interacting with the past.

Relic Hunter

Relic Hunter

Spellcast Trait: Finesse

Play the Relic Hunter if you want to brave ancient ruins, outwit deadly traps, and recover powerful artifacts from forgotten places.

Foundation

Antique Expertise: When you encounter an unknown item, you have Advantage on Rolls made to investigate, identify, or understand it. During a rest, you can take a free Downtime Action to identify an unknown item and learn its properties.

Specialization

Reliquary Savant: When you use an item you have identified, you can spend 1 Hope to maximize one die rolled as part of its effects or damage.

Trapsmith: When you would trigger a trap, make an Agility Reaction Roll against the trap's Difficulty. On a success, you avoid its effects and discover the trap's mechanism. After discovering a trap, you have Advantage on Rolls made to disable or bypass it.

Mastery

Fortune Finder: When you discover a hidden object, passage, or other secret while exploring, gain a Hope. When you make a Presence Roll to barter, you have Advantage.

Temple Runner: When you would mark HP from a trap or environmental hazard, you can mark a Stress instead. If you do, you avoid the damage and immediately move to Close range.

Wildscribe

Wildscribe

Spellcast Trait: Knowledge

Play the Wildscribe if you want to decipher forgotten languages, inscribe ancient magic, and command the power hidden within forgotten civilizations.

Foundation

Runic Inscription: During a rest, you can inscribe one of the following Runes onto yourself, an object, or a surface you can touch. You can have only one Rune inscribed at a time.

  • Beast Rune: You have Advantage on Agility, Finesse, or Strength Rolls, or Animal Handling.

  • Element Rune: When you succeed on an attack, mark a Stress to deal an additional 1d8 magic damage.

  • Nature Rune: When you restore HP or Stress, mark a Stress to restore an additional 1d4.

  • Celestial Rune: When you fail a Knowledge, Instinct, or Presence Roll, mark a Stress to reroll your Duality Dice and use the new result.

Specialization

Ancient Tongues: During a rest, you can study a language you have encountered. You can understand and communicate in any language you have studied. Once per session, you can mark a Stress to understand and communicate in a language you have not studied until the end of the scene.

Living Script: You can have up to two different Runes inscribed at once. Your Runic Inscription can now be placed on a willing creature. While a creature bears your Rune, you can communicate simple thoughts with it while within Far range.

Runic Ward: When a creature bearing one of your Runes must make a Reaction Roll, you can mark a Stress to give them Advantage on it.

Mastery

Greater Runes: You can have up to three different Runes inscribed at once. You also learn two rare Runes:

  • Moon Rune: Your Spellcast Rolls do not cause you to lose the Hidden condition.

  • Star Rune: When you make a Roll using your Spellcast Trait, you can mark a Stress to add 1d8 to the result.

Runic Recasting: Once per scene, you can change one of your inscribed Runes during a Spotlight instead of during a rest. When you change a Rune, you can activate its effect without marking Stress.

Printable cards

Foundation / Specialization / Mastery
Codex domain icon Sage domain icon
Relic Hunter
Archaeologist

Relic Hunter

Foundation

SPELLCAST TRAIT: Finesse

Antique Expertise: When you encounter an unknown item, you have Advantage on Rolls made to investigate, identify, or understand it. During a rest, you can take a free Downtime Action to identify an unknown item and learn its properties.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Codex domain icon Sage domain icon
Relic Hunter
Archaeologist

Relic Hunter

Specialization

Reliquary Savant: When you use an item you have identified, you can spend 1 Hope to maximize one die rolled as part of its effects or damage.

Trapsmith: When you would trigger a trap, make an Agility Reaction Roll against the trap's Difficulty. On a success, you avoid its effects and discover the trap's mechanism. After discovering a trap, you have Advantage on Rolls made to disable or bypass it.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Codex domain icon Sage domain icon
Relic Hunter
Archaeologist

Relic Hunter

Mastery

Fortune Finder: When you discover a hidden object, passage, or other secret while exploring, gain a Hope. When you make a Presence Roll to barter, you have Advantage.

Temple Runner: When you would mark HP from a trap or environmental hazard, you can mark a Stress instead. If you do, you avoid the damage and immediately move to Close range.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Codex domain icon Sage domain icon
Wildscribe
Archaeologist

Wildscribe

Foundation

SPELLCAST TRAIT: Knowledge

Runic Inscription: During a rest, you can inscribe one of the following Runes onto yourself, an object, or a surface you can touch. You can have only one Rune inscribed at a time.

  • Beast Rune: You have Advantage on Agility, Finesse, or Strength Rolls, or Animal Handling.

  • Element Rune: When you succeed on an attack, mark a Stress to deal an additional 1d8 magic damage.

  • Nature Rune: When you restore HP or Stress, mark a Stress to restore an additional 1d4.

  • Celestial Rune: When you fail a Knowledge, Instinct, or Presence Roll, mark a Stress to reroll your Duality Dice and use the new result.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Codex domain icon Sage domain icon
Wildscribe
Archaeologist

Wildscribe

Specialization

Ancient Tongues: During a rest, you can study a language you have encountered. You can understand and communicate in any language you have studied. Once per session, you can mark a Stress to understand and communicate in a language you have not studied until the end of the scene.

Living Script: You can have up to two different Runes inscribed at once. Your Runic Inscription can now be placed on a willing creature. While a creature bears your Rune, you can communicate simple thoughts with it while within Far range.

Runic Ward: When a creature bearing one of your Runes must make a Reaction Roll, you can mark a Stress to give them Advantage on it.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Codex domain icon Sage domain icon
Wildscribe
Archaeologist

Wildscribe

Mastery

Greater Runes: You can have up to three different Runes inscribed at once. You also learn two rare Runes:

  • Moon Rune: Your Spellcast Rolls do not cause you to lose the Hidden condition.

  • Star Rune: When you make a Roll using your Spellcast Trait, you can mark a Stress to add 1d8 to the result.

Runic Recasting: Once per scene, you can change one of your inscribed Runes during a Spotlight instead of during a rest. When you change a Rune, you can activate its effect without marking Stress.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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