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Wild Origin

About these subclasses

Nothing is predictable; everything is chaotic. Feel free to add or change any of the possibilities; these I felt were a fair blend of good, bad, and neutral. The GM can decide that you roll for your Wild Pulse for any number of reasons.

Designed for class

Sorcerer image
Core class
Sorcerer
Wild Origin

Wild Origin

Spellcast Trait: Instinct

On a critical, get ready for the randomness

Foundation

Wild Pulse: After you roll a critical success, roll a d6 and resolve the following effect, which lasts until the end of the session or you roll your Wild Pulse again.

1.You gain a Hope or clear a Stress

2.You gain a feature from another ancestry

3. Teleport to Close range in a random direction.

4.Trade a domain card with an ally.

5.You become temporarily vulnerable.

6.+1 to a stat and -1 to a stat of the GM's choice.

Specialization

Twist Fate: Once per rest, when you roll with Fear you can spend a Hope to roll for a Wild Pulse to turn it into a roll with Hope instead.

Lawless: Use a d8 to roll for your Wild Pulse and add these to the possible results.

7.The GM gains a Fear

8.Deal 1d20+3 Magic damage to a random adversary in Close range.

Mastery

Channel Choas: When you roll your Wild Pulse dice, roll a second die and choose which result to resolve.

Anarchy: Use a d10 to roll for your Wild Pulse and add these to the possible results.

9.Clear a Hit Point

10.You are haunted by the last creature you killed, the GM can spend a Fear to make you roll with disadvantage before you roll.

Printable cards

Foundation / Specialization / Mastery
Wild Origin
Sorcerer

Wild Origin

Foundation

SPELLCAST TRAIT: Instinct

Wild Pulse: After you roll a critical success, roll a d6 and resolve the following effect, which lasts until the end of the session or you roll your Wild Pulse again.

1.You gain a Hope or clear a Stress

2.You gain a feature from another ancestry

3. Teleport to Close range in a random direction.

4.Trade a domain card with an ally.

5.You become temporarily vulnerable.

6.+1 to a stat and -1 to a stat of the GM's choice.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Wild Origin
Sorcerer

Wild Origin

Specialization

Twist Fate: Once per rest, when you roll with Fear you can spend a Hope to roll for a Wild Pulse to turn it into a roll with Hope instead.

Lawless: Use a d8 to roll for your Wild Pulse and add these to the possible results.

7.The GM gains a Fear

8.Deal 1d20+3 Magic damage to a random adversary in Close range.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Wild Origin
Sorcerer

Wild Origin

Mastery

Channel Choas: When you roll your Wild Pulse dice, roll a second die and choose which result to resolve.

Anarchy: Use a d10 to roll for your Wild Pulse and add these to the possible results.

9.Clear a Hit Point

10.You are haunted by the last creature you killed, the GM can spend a Fear to make you roll with disadvantage before you roll.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

Discussion

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