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Belief in Combat • Belief in Life • Belief in Guile

About these subclasses

Symbolizing three possible playstyles for the cleric, we have a combat focus, a healing focus, and Roleplay focus available for the players. One of my biggest problems with Daggerheart was that Jester, one of the biggest characters for CR and many people (not myself personally), could not exist within Daggerheart.

Designed for class

Cleric
Homebrew class
Cleric
Belief in Combat

Belief in Combat

Spellcast Trait: Instinct

Believe in Combat if you wish to protect and/or teach your faith by forceful means

Foundation

Combat Prayer: When you or an ally within Close range miss an attack, you may take a Reaction to spend 1 Faith Dice. When you do, reroll the Hope Die as a d20 and use the new result instead.

Guided Strike: Once per scene, you may spend one of your faith dice to one attack made by you or an ally. You either add it to the attack or damage roll.

Specialization

War Priest: When an enemy is defeated within close range. You regain 1 faith dice OR 1 Hope.

Mastery

Blessing in Combat: Whenever you roll a damage die from one of your attacks or a Faith Die, if you roll its highest value, roll it again and add them to the total. You may repeat this up to a number of times equal to your tier.

Belief in Life

Belief in Life

Spellcast Trait: Instinct

Believe in Life if you wish to help life and living beings heal and thrive

Foundation

Healing Prayer: When you use your faith dice to heal another creature, you may spend 1 Hope to restore additional Hit Points equal to your tier.

Preserve Life: Once per long rest, roll a number of d6s equal to your tier.
Divide the total among any creatures of your choice within Close range (including yourself), restoring that many Hit Points.

Specialization

Syphon Life: After you heal or damage a creature, you may spend 2 faith dice to heal another creature within Very Close range for an amount equal to your tier. 

Mastery

Blessing in Life: Whenever you roll to heal or roll a Faith Die, if you roll its highest value, roll it again and add the result to the total.
You may repeat this up to a number of times equal to your tier.

Belief in Guile

Belief in Guile

Spellcast Trait: Presence

Believe in Guile if you wish to trick and confuse the masses to further your goals and that of your faith

Foundation

False Prayer: You may spend faith dice and add the result on stealth, deception, persuasion, or social manipulation rolls of yourself or an ally within close range.

Illusory Double: Spend 2 Faith Dice to create a projected copy of yourself within Close range. The illusion mimics your movements and lasts until the end of the scene or until you dismiss it.

A creature investigating the projection can tell it’s of magical origin.

You may cast spells from the illusion’s location as if you were there. If the illusion takes any damage, it vanishes instantly.

Specialization

Switch: You may spend 2 hope and a reaction roll to swap places with your illusory double.

You may also mark 2 stress to create your Illusory Double instead of spending your faith dice.

Mastery

Blessing in Trickery: Whenever you roll for Stealth, Presence, or roll a Faith Die, if you roll its highest value, roll it again and add the result to the total.
You may repeat this up to a number of times equal to your tier.

Printable cards

Foundation / Specialization / Mastery
Splendor domain icon Grace domain icon
Belief in Combat
Cleric

Belief in Combat

Foundation

SPELLCAST TRAIT: Instinct

Combat Prayer: When you or an ally within Close range miss an attack, you may take a Reaction to spend 1 Faith Dice. When you do, reroll the Hope Die as a d20 and use the new result instead.

Guided Strike: Once per scene, you may spend one of your faith dice to one attack made by you or an ally. You either add it to the attack or damage roll.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Splendor domain icon Grace domain icon
Belief in Combat
Cleric

Belief in Combat

Specialization

War Priest: When an enemy is defeated within close range. You regain 1 faith dice OR 1 Hope.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Splendor domain icon Grace domain icon
Belief in Combat
Cleric

Belief in Combat

Mastery

Blessing in Combat: Whenever you roll a damage die from one of your attacks or a Faith Die, if you roll its highest value, roll it again and add them to the total. You may repeat this up to a number of times equal to your tier.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Splendor domain icon Grace domain icon
Belief in Life
Cleric

Belief in Life

Foundation

SPELLCAST TRAIT: Instinct

Healing Prayer: When you use your faith dice to heal another creature, you may spend 1 Hope to restore additional Hit Points equal to your tier.

Preserve Life: Once per long rest, roll a number of d6s equal to your tier.
Divide the total among any creatures of your choice within Close range (including yourself), restoring that many Hit Points.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Splendor domain icon Grace domain icon
Belief in Life
Cleric

Belief in Life

Specialization

Syphon Life: After you heal or damage a creature, you may spend 2 faith dice to heal another creature within Very Close range for an amount equal to your tier. 

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Splendor domain icon Grace domain icon
Belief in Life
Cleric

Belief in Life

Mastery

Blessing in Life: Whenever you roll to heal or roll a Faith Die, if you roll its highest value, roll it again and add the result to the total.
You may repeat this up to a number of times equal to your tier.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Splendor domain icon Grace domain icon
Belief in Guile
Cleric

Belief in Guile

Foundation

SPELLCAST TRAIT: Presence

False Prayer: You may spend faith dice and add the result on stealth, deception, persuasion, or social manipulation rolls of yourself or an ally within close range.

Illusory Double: Spend 2 Faith Dice to create a projected copy of yourself within Close range. The illusion mimics your movements and lasts until the end of the scene or until you dismiss it.

A creature investigating the projection can tell it’s of magical origin.

You may cast spells from the illusion’s location as if you were there. If the illusion takes any damage, it vanishes instantly.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Splendor domain icon Grace domain icon
Belief in Guile
Cleric

Belief in Guile

Specialization

Switch: You may spend 2 hope and a reaction roll to swap places with your illusory double.

You may also mark 2 stress to create your Illusory Double instead of spending your faith dice.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Splendor domain icon Grace domain icon
Belief in Guile
Cleric

Belief in Guile

Mastery

Blessing in Trickery: Whenever you roll for Stealth, Presence, or roll a Faith Die, if you roll its highest value, roll it again and add the result to the total.
You may repeat this up to a number of times equal to your tier.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

Discussion

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