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Quiddity • Astral Beast • Soulknight

About these subclasses

Choose either the Quiddity, Astral Beast or Soulknight subclasses.

Your character is not locked in good or evil. They stay true to themselves and in their beliefs. What matters is that they acknowledge their soul as well as the soul of others.

Feel free to go anime in martial arts, becoming a spirit animal, semi jedi/keyblade wieldier.

Quiddity

Quiddity

Spellcast Trait: Presence

Play the Quiddity if you want to embrace and wield your inner soul to the fullest degree to be versatile for yourself and your team.

Foundation

Outer Embodiment: You are able to emit your aura in its truest form from your soul into the physical realm. Describe what it looks like visually and what characteristic it has in either an element form (like air, earth, fire, lightning, water, ice, metal, light or darkness) or substance (like lava, mercury, bubbles as examples).

 

You unarmed strikes can now have the Versatile trait of being able to use within Close Range with d6 + double your level magical damage using your Proficiency and you can use your aura based on its element for harmless effects. Additionally, you can mark a Stress and describe how you use your aura, in pure or crystalized form, or embody the characteristic of your aura to help in an action roll you are about to make, then gain a bonus equal to your proficiency to the roll.

Stay True: When you fail with Hope, you can spend a Hope to clear a Stress. 

Specialization

Inner Manifestation:: You are able to embody your aura characteristic and inner self to a greater degree that it can temporarily affect, transform and warp your physical form. By spending a Hope, you get only one of the following till your next spotlight:

  • You gain advantage on Agility rolls when traveling to Far or Very Far range. On a success that results in you being in Melee range of an adversary, deal your unarmed strike damage. 
  • Gain +2 Evasion for the first attack made against you. 
  • Increase your damage thresholds by +2 for the first successful attack made against you. 
  • Hit two additional adversaries within Close range of the original target.
Mastery

Aura Avatar: Once per long rest, you can transform into a physical manifestation of your aura fully, either as energy or crystalized form. When you do, describe your transformation and become an Avatar. You gain an Avatar Die. Your Avatar Die is a d20. Place it on your character sheet in the space provided, starting with the 1 value facing up. After you make a damage roll that deals 1 or more Hit Points to a target or you mark 1 or more Hit Points, increase the Avatar Die value by one. When the die’s value would exceed its maximum value or when the scene ends, remove the die and drop out of Avatar.

While Avatar, you gain the following benefits:

  • You reduce the severity of physical and magical damage by one threshold (Severe to Major, Major to Minor) except Minor damage. 
  • +1 bonus to your Proficiency.
  • By increasing your Avatar Die by 2, gain a +1 bonus to a character trait of your choice. Can only be used once. 
  • When you succeed with an attack roll or spellcast roll that deals damage, by increasing your Avatar Die by 2, you can place a domain card from your loadout into your vault and gain d8 bonus magical damage equal to the domain card level. 
  • By increasing the Avatar Die by 2, clear one of your conditions. 
  • You can increase your Avatar Die by 3 to use one of your Experiences instead of spending a Hope. 
Astral Beast

Astral Beast

Spellcast Trait: Instinct

Play the Astral Beast if you want to unleash your inner animal in astral ways upon those who want to oppose you.

Foundation

Astral Beast Spirit: Your aura extends from your body and gives your astral aspects of your inner animal or beast. Pick any beast or animal that exists in the world (at your GM discretion) and gain certain traits that astral project from your body. Like wings, tail, claws, paws, or scales. This is your Astral Beast form.

Take the Astral Beast sheet. When you level up your character, choose a level-up option for your Astral Beast form from this sheet as well.

Mark a Stress to enter your Astral Beast form that lasts till the scene ends or you take Severe damage.

Specialization

Unleashed the Beast: Choose an additional level-up option for your Astral Beast form.

Feeding Frenzy: When you take Major damage while in your Astral Beast form, you can clear a Stress or gain a Hope. If you took Severe damage in your Astral Beast form, clear a Stress and gain a Hope instead.

Mastery

Become the Beast: Choose two additional level-up options for your Astral Beast form. You can also enter your Astral Beast form by spending a Hope.

Unlocking Instincts: When an adversary attacks an alley while they are within your Melee range, your alley gains +2 to their Evasion against that attack

Soulknight

Spellcast Trait: Strength

Play the Soulknight if you want to create the very spiritual weapons that will strike your foes into the afterlife.

Foundation

Aura Weapon: You can create a weapon made out of either pure aura or crystalized aura. Pick up to 3 weapons that deals physical damage and are not magical only from the equipment sheet that are Tier 1 for the forms your Aura Weapon can take. It has all the stats and features of that weapon, but its damage can be physical or magical (choose upon its creation). You can only create one at a time (first one per scene is free), it appears in your hand, they only last up to 10 minutes when not in physical contact with you, you can’t have more than one at a time and when you make a new one, the previous one crumbles, disapparated or disappears. If you make a new one after already using your free one, you must spend a Hope to do so. You can switch the forms of your aura weapon between the 3 you choose for free.

The weapons you choose are automatically upgraded to the next tier when you reach your next tier.

Adrenaline Unleash:: You gain a pool of dice called Unleash Dice. When you would mark a Stress, you can place a d4 on this card, adding the die to the pool. You can store a number of Unleash Dice equal to your Proficiency. When you make an attack roll or damage roll, you can spend any number of these Unleash Dice, rolling them and adding their result to the roll. At the start of each rest, clear any unspent Unleash Dice on this card and clear a Stress per die cleared. 

Increase the d4 into a d6 at level 3 and increase it into a d8 at level 5.

Specialization

Inspiring Aura:: Your presence inspires those around you to face any challenge. While your allies  are within Very Close range of you, when they fail a roll with Fear, they gain a Hope.

Walking Arsenal:: You can pick two additional weapon forms your Aura Weapon can take and you can now have two at the same time out. You still have to spend a Hope to summon a second one.

Digging Deep: Once per long rest, when you would mark your last Stress, you can roll a d6 to clear that much Stress.

Mastery

Breaking the Limit: When you succeed in an attack roll, spend a Hope and you can sacrifice your aura weapon to double its damage as well as any Unleash Dice you spend for the damage roll. You cannot summon or create the same aura weapon form you used for this feature till you complete a long rest. 

One with Armor: Once long per rest, you can spend a Hope to remove any negative bonuses to your Evasion your armor is giving you till you take a rest.  

Printable cards

Foundation / Specialization / Mastery
Valor domain icon
Quiddity
Aura Champion v1

Quiddity

Foundation

SPELLCAST TRAIT: Presence

Outer Embodiment: You are able to emit your aura in its truest form from your soul into the physical realm. Describe what it looks like visually and what characteristic it has in either an element form (like air, earth, fire, lightning, water, ice, metal, light or darkness) or substance (like lava, mercury, bubbles as examples).

 

You unarmed strikes can now have the Versatile trait of being able to use within Close Range with d6 + double your level magical damage using your Proficiency and you can use your aura based on its element for harmless effects. Additionally, you can mark a Stress and describe how you use your aura, in pure or crystalized form, or embody the characteristic of your aura to help in an action roll you are about to make, then gain a bonus equal to your proficiency to the roll.

Stay True: When you fail with Hope, you can spend a Hope to clear a Stress. 

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Valor domain icon
Quiddity
Aura Champion v1

Quiddity

Specialization

Inner Manifestation:: You are able to embody your aura characteristic and inner self to a greater degree that it can temporarily affect, transform and warp your physical form. By spending a Hope, you get only one of the following till your next spotlight:

  • You gain advantage on Agility rolls when traveling to Far or Very Far range. On a success that results in you being in Melee range of an adversary, deal your unarmed strike damage. 
  • Gain +2 Evasion for the first attack made against you. 
  • Increase your damage thresholds by +2 for the first successful attack made against you. 
  • Hit two additional adversaries within Close range of the original target.
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Valor domain icon
Quiddity
Aura Champion v1

Quiddity

Mastery

Aura Avatar: Once per long rest, you can transform into a physical manifestation of your aura fully, either as energy or crystalized form. When you do, describe your transformation and become an Avatar. You gain an Avatar Die. Your Avatar Die is a d20. Place it on your character sheet in the space provided, starting with the 1 value facing up. After you make a damage roll that deals 1 or more Hit Points to a target or you mark 1 or more Hit Points, increase the Avatar Die value by one. When the die’s value would exceed its maximum value or when the scene ends, remove the die and drop out of Avatar.

While Avatar, you gain the following benefits:

  • You reduce the severity of physical and magical damage by one threshold (Severe to Major, Major to Minor) except Minor damage. 
  • +1 bonus to your Proficiency.
  • By increasing your Avatar Die by 2, gain a +1 bonus to a character trait of your choice. Can only be used once. 
  • When you succeed with an attack roll or spellcast roll that deals damage, by increasing your Avatar Die by 2, you can place a domain card from your loadout into your vault and gain d8 bonus magical damage equal to the domain card level. 
  • By increasing the Avatar Die by 2, clear one of your conditions. 
  • You can increase your Avatar Die by 3 to use one of your Experiences instead of spending a Hope. 
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Valor domain icon
Astral Beast
Aura Champion v1

Astral Beast

Foundation

SPELLCAST TRAIT: Instinct

Astral Beast Spirit: Your aura extends from your body and gives your astral aspects of your inner animal or beast. Pick any beast or animal that exists in the world (at your GM discretion) and gain certain traits that astral project from your body. Like wings, tail, claws, paws, or scales. This is your Astral Beast form.

Take the Astral Beast sheet. When you level up your character, choose a level-up option for your Astral Beast form from this sheet as well.

Mark a Stress to enter your Astral Beast form that lasts till the scene ends or you take Severe damage.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Valor domain icon
Astral Beast
Aura Champion v1

Astral Beast

Specialization

Unleashed the Beast: Choose an additional level-up option for your Astral Beast form.

Feeding Frenzy: When you take Major damage while in your Astral Beast form, you can clear a Stress or gain a Hope. If you took Severe damage in your Astral Beast form, clear a Stress and gain a Hope instead.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Valor domain icon
Astral Beast
Aura Champion v1

Astral Beast

Mastery

Become the Beast: Choose two additional level-up options for your Astral Beast form. You can also enter your Astral Beast form by spending a Hope.

Unlocking Instincts: When an adversary attacks an alley while they are within your Melee range, your alley gains +2 to their Evasion against that attack

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Valor domain icon
Aura Champion v1

Soulknight

Foundation

SPELLCAST TRAIT: Strength

Aura Weapon: You can create a weapon made out of either pure aura or crystalized aura. Pick up to 3 weapons that deals physical damage and are not magical only from the equipment sheet that are Tier 1 for the forms your Aura Weapon can take. It has all the stats and features of that weapon, but its damage can be physical or magical (choose upon its creation). You can only create one at a time (first one per scene is free), it appears in your hand, they only last up to 10 minutes when not in physical contact with you, you can’t have more than one at a time and when you make a new one, the previous one crumbles, disapparated or disappears. If you make a new one after already using your free one, you must spend a Hope to do so. You can switch the forms of your aura weapon between the 3 you choose for free.

The weapons you choose are automatically upgraded to the next tier when you reach your next tier.

Adrenaline Unleash:: You gain a pool of dice called Unleash Dice. When you would mark a Stress, you can place a d4 on this card, adding the die to the pool. You can store a number of Unleash Dice equal to your Proficiency. When you make an attack roll or damage roll, you can spend any number of these Unleash Dice, rolling them and adding their result to the roll. At the start of each rest, clear any unspent Unleash Dice on this card and clear a Stress per die cleared. 

Increase the d4 into a d6 at level 3 and increase it into a d8 at level 5.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Valor domain icon
Aura Champion v1

Soulknight

Specialization

Inspiring Aura:: Your presence inspires those around you to face any challenge. While your allies  are within Very Close range of you, when they fail a roll with Fear, they gain a Hope.

Walking Arsenal:: You can pick two additional weapon forms your Aura Weapon can take and you can now have two at the same time out. You still have to spend a Hope to summon a second one.

Digging Deep: Once per long rest, when you would mark your last Stress, you can roll a d6 to clear that much Stress.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Valor domain icon
Aura Champion v1

Soulknight

Mastery

Breaking the Limit: When you succeed in an attack roll, spend a Hope and you can sacrifice your aura weapon to double its damage as well as any Unleash Dice you spend for the damage roll. You cannot summon or create the same aura weapon form you used for this feature till you complete a long rest. 

One with Armor: Once long per rest, you can spend a Hope to remove any negative bonuses to your Evasion your armor is giving you till you take a rest.  

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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