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Ancient Traveler • Futuristic Traveler • Fey Traveler • Shadow Traveler

Subclasses Designed by VGCKenny

About these subclasses

The Ancient Traveler buffs themselves with their runes, allowing for more creative combat options.
The Futuristic Traveler makes attacks more reliable, and hard-hitting.
The Fey Traveler grows hard to hit, and can adapt to situations quickly.
The Shadow Traveler can endure many attacks, and maintain their presence on the battlefield.

Designed for class

Homebrew class
Drifter

Subclass details

Ancient Traveler

Spell trait: Instinct

Play as the Ancient Traveler to enhance your own abilities, and think on your feet in combat.

Foundation
Tier 1

Hunter-Gatherer: You come from the distant past, where you needed to fight for your survival. You gain advantage on Instinct rolls to track things you are familiar with, and identify if something is dangerous.

Ancient Runes: Spend 2 Hope. Until your next rest, or you use this ability again, you may gain one of the following benefits:

  • Primitive Power-Whenever you make a successful attack, you may add your Instinct modifier to the damage roll.
  • Strenuous Sacrifice-Whenever you make a spellcast roll, you may mark a Stress to give yourself advantage on the roll.
  • Carving Strike-Whenever you make a successful attack, spend a Hope to force the target to make a reaction roll (13). On a failure, the target has disadvantage on its next attack roll.
Specialization
Tier 2

Survival of the Fittest: Gain an additional Hit Point Slot

Esoteric Runes: Your options for your Ancient Runes now includes:

  • Lost Techniques-Spend a Hope to add your Instinct modifier to rolls of any other stat.
  • Old Tricks-Whenever you force a creature to make a reaction roll, you may mark a Stress to force them to make the roll at disadvantage.
  • Primal Sprint-You may move into Far range without making an agility roll.
Mastery
Tier 3

Restoring Touch: Once per session, you may make a spellcast roll (18). On a success, you may restore an object to a previous state, or clear all Hit Points on someone within Very Close range.

Primordial Runes: Your options for your Ancient Runes now includes:

  • Heightened Reflexes-Gain +2 to your Evasion.
  • Crushing Savagery-When you make a successful attack, mark a stress to force the target to mark an additional Hit Point.
  • Prehistoric Frenzy-Make a spellcast roll against a target in Far range. On a success, the target, and anyone within Very Close range must make a reaction roll (16). On a failure, they take d20 + 8 physical damage using your proficiency. On a failure, they take half damage.

Futuristic Traveler

Spell trait: Knowledge

Play as the Futuristic Traveler to give you, and your party, an edge, both in, and out, of combat.

Foundation
Tier 1

Tech-Savvy: You come from the distant future, where technology, and civilization have advanced tremendously. You gain advantage on Knowledge rolls to understand technology, and create blueprints for ways to use the technology available to you.

Rudimentary Improvements: Spend 3 Hope to improve the weapon of someone within Very Close range until their next rest. When the person attacks with their improved weapon, they gain a bonus to attack rolls equal to your Knowledge modifier (minimum 1), and an additional 1d6 to damage rolls.

Specialization
Tier 2

Future Sense: Gain a permanent +1 Evasion

Building a Better Tomorrow: Whenever you help someone with a Downtime Activity, you gain an additional Hope.

Mastery
Tier 3

Advanced Improvements: Whenever you use your Rudimentary Improvements feature, the bonus to attack rolls now equals your Knowledge modifier + 2, and the bonus to damage rolls is now 2d6.

Future Force: Mark a Stress, and make a spellcast roll against a target within Very Far range. On a success, you call upon a futuristic weapon, and do d12 + 7 magic damage using your proficiency, and the target must make a reaction roll (16). On a failure, the target is vulnerable until the GM spends a number of Fear equal to your Knowledge modifier to clear the condition. The weapon then fades away.

Fey Traveler

Spell trait: Presence

Play as the Fey Traveler to embrace chaos, and make yourself a harder target to hit.

Foundation
Tier 1

Courting: You are from the Fey realms, filled with wondrous magic, and devious trickery. You gain advantage on Presence rolls made to charm, or deceive someone.

Fey Step: Spend a Hope, and make a Spellcast roll (15). On a success, you may teleport anywhere within Close range, and gain the Hidden condition.

Specialization
Tier 2

Mystic Mist: Whenever you get hit with an attack, mark a Stress to force the creature to make a reaction roll (15). On a failure, you take half damage.

Fey Finder: When you successfully use your Fey Step ability, you may Spend an additional Hope to recall a Domain Card without paying its recall cost.

Mastery
Tier 3

Whimsy and Woe: Spend 3 Hope. Until the end of the scene, whenever you make a successful attack with Hope, you may Clear 1 Hit Point, and whenever you make a successful attack with Fear, the target must mark a Stress.

Fey Shatter: Whenever you successfully use your Fey Step ability, you may spend an additional number of Hope to force an equal number of creatures within Very Close range of where you left to make a reaction roll (17). On a failure, they take d10 + 6 magic damage using your proficiency.

Shadow Traveler

Spell trait: Presence

Play as the Shadow Traveler to reliably dodge, and take hits, and survive on the battlefield.

Foundation
Tier 1

True Fear: You come from the Shadow Realms, where darkness and despair reign. You have advantage on Presence rolls to ask for help in escaping danger, or convincing people of danger.

Enduring Horrors: You’ve learned how to survive even in the harshest of conditions. Add your Presence Trait to your Damage Thresholds.

Specialization
Tier 2

Cursing Strike: Whenever you make a successful attack, mark a Stress to force the target to make a reaction roll (15). On a failure, they have disadvantage on attacks against you until the GM spends a number of Fear equal to your Presence Modifier to end the condition.

Dark Deal: Whenever you are forced to make a Death Move, you may take this option:

  • You may clear 1d6 Hit Points, but give the GM an equal number of Fear.
Mastery
Tier 3

Persistent: Gain a permanent +4 to your Severe Damage Threshold.

Overcast: Whenever you make a successful Spellcast roll, you may spend any number of Hope to force an equal number of attacks made against you to be at Disadvantage.

Printable cards

Foundation / Specialization / Mastery
Drifter

Ancient Traveler

Foundation

SPELLCAST TRAIT: Instinct

Hunter-Gatherer: You come from the distant past, where you needed to fight for your survival. You gain advantage on Instinct rolls to track things you are familiar with, and identify if something is dangerous.

Ancient Runes: Spend 2 Hope. Until your next rest, or you use this ability again, you may gain one of the following benefits:

  • Primitive Power-Whenever you make a successful attack, you may add your Instinct modifier to the damage roll.
  • Strenuous Sacrifice-Whenever you make a spellcast roll, you may mark a Stress to give yourself advantage on the roll.
  • Carving Strike-Whenever you make a successful attack, spend a Hope to force the target to make a reaction roll (13). On a failure, the target has disadvantage on its next attack roll.
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Drifter

Ancient Traveler

Specialization

Survival of the Fittest: Gain an additional Hit Point Slot

Esoteric Runes: Your options for your Ancient Runes now includes:

  • Lost Techniques-Spend a Hope to add your Instinct modifier to rolls of any other stat.
  • Old Tricks-Whenever you force a creature to make a reaction roll, you may mark a Stress to force them to make the roll at disadvantage.
  • Primal Sprint-You may move into Far range without making an agility roll.
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Drifter

Ancient Traveler

Mastery

Restoring Touch: Once per session, you may make a spellcast roll (18). On a success, you may restore an object to a previous state, or clear all Hit Points on someone within Very Close range.

Primordial Runes: Your options for your Ancient Runes now includes:

  • Heightened Reflexes-Gain +2 to your Evasion.
  • Crushing Savagery-When you make a successful attack, mark a stress to force the target to mark an additional Hit Point.
  • Prehistoric Frenzy-Make a spellcast roll against a target in Far range. On a success, the target, and anyone within Very Close range must make a reaction roll (16). On a failure, they take d20 + 8 physical damage using your proficiency. On a failure, they take half damage.
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Drifter

Futuristic Traveler

Foundation

SPELLCAST TRAIT: Knowledge

Tech-Savvy: You come from the distant future, where technology, and civilization have advanced tremendously. You gain advantage on Knowledge rolls to understand technology, and create blueprints for ways to use the technology available to you.

Rudimentary Improvements: Spend 3 Hope to improve the weapon of someone within Very Close range until their next rest. When the person attacks with their improved weapon, they gain a bonus to attack rolls equal to your Knowledge modifier (minimum 1), and an additional 1d6 to damage rolls.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Drifter

Futuristic Traveler

Specialization

Future Sense: Gain a permanent +1 Evasion

Building a Better Tomorrow: Whenever you help someone with a Downtime Activity, you gain an additional Hope.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Drifter

Futuristic Traveler

Mastery

Advanced Improvements: Whenever you use your Rudimentary Improvements feature, the bonus to attack rolls now equals your Knowledge modifier + 2, and the bonus to damage rolls is now 2d6.

Future Force: Mark a Stress, and make a spellcast roll against a target within Very Far range. On a success, you call upon a futuristic weapon, and do d12 + 7 magic damage using your proficiency, and the target must make a reaction roll (16). On a failure, the target is vulnerable until the GM spends a number of Fear equal to your Knowledge modifier to clear the condition. The weapon then fades away.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Drifter

Fey Traveler

Foundation

SPELLCAST TRAIT: Presence

Courting: You are from the Fey realms, filled with wondrous magic, and devious trickery. You gain advantage on Presence rolls made to charm, or deceive someone.

Fey Step: Spend a Hope, and make a Spellcast roll (15). On a success, you may teleport anywhere within Close range, and gain the Hidden condition.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Drifter

Fey Traveler

Specialization

Mystic Mist: Whenever you get hit with an attack, mark a Stress to force the creature to make a reaction roll (15). On a failure, you take half damage.

Fey Finder: When you successfully use your Fey Step ability, you may Spend an additional Hope to recall a Domain Card without paying its recall cost.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Drifter

Fey Traveler

Mastery

Whimsy and Woe: Spend 3 Hope. Until the end of the scene, whenever you make a successful attack with Hope, you may Clear 1 Hit Point, and whenever you make a successful attack with Fear, the target must mark a Stress.

Fey Shatter: Whenever you successfully use your Fey Step ability, you may spend an additional number of Hope to force an equal number of creatures within Very Close range of where you left to make a reaction roll (17). On a failure, they take d10 + 6 magic damage using your proficiency.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Drifter

Shadow Traveler

Foundation

SPELLCAST TRAIT: Presence

True Fear: You come from the Shadow Realms, where darkness and despair reign. You have advantage on Presence rolls to ask for help in escaping danger, or convincing people of danger.

Enduring Horrors: You’ve learned how to survive even in the harshest of conditions. Add your Presence Trait to your Damage Thresholds.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Drifter

Shadow Traveler

Specialization

Cursing Strike: Whenever you make a successful attack, mark a Stress to force the target to make a reaction roll (15). On a failure, they have disadvantage on attacks against you until the GM spends a number of Fear equal to your Presence Modifier to end the condition.

Dark Deal: Whenever you are forced to make a Death Move, you may take this option:

  • You may clear 1d6 Hit Points, but give the GM an equal number of Fear.
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Drifter

Shadow Traveler

Mastery

Persistent: Gain a permanent +4 to your Severe Damage Threshold.

Overcast: Whenever you make a successful Spellcast roll, you may spend any number of Hope to force an equal number of attacks made against you to be at Disadvantage.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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