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School of Vitality

About these subclasses

Giving the Wizard the Splendor domain in this game caused some confusion to people familiar with fantasy TTRPG conventions (namely DnD), but Daggerheart saw potential in the Wizard having a new niche as a healer. This subclass aims to cement the Daggerheart Wizard’s role as a healer in its own right, namely through transferring HP between willing targets and through gaining an extra benefit to the Wizard’s Strange Patterns feature. Surge of Health gives a big burst of healing distributed as the player wishes, Breath of Depth allows them to not be in a bad spot when their Stress is maxed out, and Veil of Life is a callback to the Wizard’s old Hope feature back in the open beta days. The theme here is mainly centered around life energy in a more secularized way than is typical of other healers, namely their divine-like origins. The amount of healing it can get also lets the wizard be something of a damage sponge despite its base 5 HP.

Designed for class

Wizard image
Core class
Wizard
School of Vitality

School of Vitality

Spellcast Trait: Knowledge

Play the School of Vitality if you want to channel lifeforce magic that heals bodily harm.

Foundation

Patterns of Recovery: When you roll the number from your Strange Patterns feature on a Duality Die, you can choose to clear a Hit Point on yourself or an ally within Close range instead of gaining a Hope or clearing a Stress.

Breath of Depth: When all of your Stress slots are marked, you are not Vulnerable.

Specialization

Surge of Health: Once per session, roll a number of d10s equal to your Spellcast Trait. You can clear a total number of Hit Points equal to the highest result, distributed as you choose between you and allies within Close range of you.

Veil of Life: You can spend a Hope or mark 2 Stress instead of marking your last Hit Point.

Mastery

Transfer of Energy: You can clear any number of Hit Points on a willing creature within Close range by marking an equal number of Hit Points on another willing creature within Close range. You can choose yourself in place of either creature. Marked Hit Points gained in this way can’t be immediately reduced by armor or any spell, ability, or feature.

Printable cards

Foundation / Specialization / Mastery
Codex domain icon Splendor domain icon
School of Vitality
Wizard

School of Vitality

Foundation

SPELLCAST TRAIT: Knowledge

Patterns of Recovery: When you roll the number from your Strange Patterns feature on a Duality Die, you can choose to clear a Hit Point on yourself or an ally within Close range instead of gaining a Hope or clearing a Stress.

Breath of Depth: When all of your Stress slots are marked, you are not Vulnerable.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Codex domain icon Splendor domain icon
School of Vitality
Wizard

School of Vitality

Specialization

Surge of Health: Once per session, roll a number of d10s equal to your Spellcast Trait. You can clear a total number of Hit Points equal to the highest result, distributed as you choose between you and allies within Close range of you.

Veil of Life: You can spend a Hope or mark 2 Stress instead of marking your last Hit Point.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Codex domain icon Splendor domain icon
School of Vitality
Wizard

School of Vitality

Mastery

Transfer of Energy: You can clear any number of Hit Points on a willing creature within Close range by marking an equal number of Hit Points on another willing creature within Close range. You can choose yourself in place of either creature. Marked Hit Points gained in this way can’t be immediately reduced by armor or any spell, ability, or feature.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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